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!
/ Stefan
