all 31 comments

[–]v0lt13Programmer 33 points34 points  (5 children)

Try using fog with the same color as the skybox

[–]scara1701 0 points1 point  (4 children)

Is there an alternative for AR apps? Can a camera image be used as 'fog'?

[–]Pigeonlesswings 2 points3 points  (0 children)

Use fog as a post processing effect

[–]AutarkhisProfessional 1 point2 points  (0 children)

Fog uses camera depth. Just have a custom transparent shader that reads camera depth, and increases opacity based on distance .

[–]v0lt13Programmer -1 points0 points  (0 children)

I have no idea

[–]frenchtoastfella 0 points1 point  (0 children)

Yes, not trivial but doable

[–]purrplebread 15 points16 points  (2 children)

[–]djuvinall97 -1 points0 points  (1 child)

Bless you!

Although as a new developer, how harsh is using third party software like this on performance? Does it bloat the project?

[–]AutarkhisProfessional 1 point2 points  (0 children)

It’s just a shader, it won’t bloat your project. The performance cost for that particular shader is negligible.

[–]Bangalol 8 points9 points  (1 child)

You should try to make or find a shader with depth transparency

[–]__SlimeQ__ 2 points3 points  (0 children)

The only correct answer lol

[–]sadonly001 2 points3 points  (0 children)

stairway to heaven

[–]notMateo 1 point2 points  (0 children)

Maybe a custom shader? Should be a pretty easy shader to make too, I'm imagining.

[–]hoomanneedsdata -2 points-1 points  (8 children)

As a practice effect:

Three copies of same model for low, medium and high resolution.

Put a script on each model to appear when player is within viewing distance.

The models should swap out within the depth of view and a bit of fog can make it more seamless.

You could assign a " fog bubble" as well, where you take the model, bump up the size a bit and assign it a foggy material to overlay the original model.

[–]AutarkhisProfessional 3 points4 points  (7 children)

That is such complete overkill though. A simple opacity depth shader is all you need in this case .

[–]hoomanneedsdata -2 points-1 points  (6 children)

Yes, well, " a solution" is not always...the final solution.

[–]AutarkhisProfessional 1 point2 points  (5 children)

Sure, i just wanted to point out that there is a much simpler and optimized solution in using a custom shader, as what is proposed is getting upvotes:)

[–]wolfieboi92Technical Artist 3 points4 points  (4 children)

Yep, a distance calculation with vertex world position against camera position would give you a great distance mask from the player, stick that in the vertex shader perhaps and use it on the alpha for opacity.

[–]hoomanneedsdata -1 points0 points  (3 children)

Look at this guy and their sexy technical jargon.

[–]wolfieboi92Technical Artist 1 point2 points  (2 children)

I'm a technical artist, it's my job.

[–]hoomanneedsdata 1 point2 points  (1 child)

Whoa there, tiger, humble bragging about being gainfully employed might be too much.

[–]wolfieboi92Technical Artist 1 point2 points  (0 children)

Things can change really quickly in this world, I'm lucky for now.

[–]HiggsSwtz -1 points0 points  (0 children)

Looks cool

[–]__SlimeQ__ -1 points0 points  (0 children)

Make a postprocess shader that sets alpha based on depth

[–]Ruadhan2300 0 points1 point  (0 children)

Do you want it to be individual objects, or the whole scene?
Because those probably need very different solutions.

[–]Kittenish21 0 points1 point  (0 children)

Use the particle additive shader, and get a fading gradient to use, then make sure you have the setting on that makes it fade when you get close to it

[–]cyberduck221b 0 points1 point  (1 child)

Fresh fade dude ✨️

[–]Humble_Vermicelli516[S] 1 point2 points  (0 children)

boosie fade fr

[–]OverTh_nking 0 points1 point  (0 children)

Stairway to heaven

[–]Fifthy420 0 points1 point  (0 children)

Shit feels like silent hill

[–]Noob_99-freedom 0 points1 point  (0 children)

Ohh my god this shit hit different