Distance Fog (using Forward renderer) - how to make it cheap?
Hello devs! My team is working on a VR game with quite long view distances and we've been trying out different solutions: Exponential height fog actor - too expensive Custom post-processing material - too expensive as it requires Mobile HDR to be enabled Planes with cloud textures using alpha-masking with Temporal Dithering - too expensive Anyone got other nice practises on how to do a performant distance fog? Or is it always an expensive trade-off? Thankful for all input! / Stefan6.1KViews0likes5Comments