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The context for this feature request is that it is difficult to tune the visuals in a project for having some kind of atmospheric substance while still being able to see the skybox.
Please describe the feature/improvement?
The feature / improvement would involve some way to prevent the atmospherics from reaching all the way up to infinity. For example, being able to set a maximum height above the player, or something of the sort, or even define volumetric bounding boxes.
What would be your solution? (optional)
My solution would be to implement a setting where the maximum height above the camera height in game units can be defined for volumetrics, in a similar way that the maximum froxel depth can.
Version
latest
Media
Without volumetrics:
When enabling volumetrics and attempting to achieve some ground fog or mist, the sky becomes obscured:
I am using an emissive skydome (not rasterised)
The text was updated successfully, but these errors were encountered:
What is the context of the feature/improvement?
The context for this feature request is that it is difficult to tune the visuals in a project for having some kind of atmospheric substance while still being able to see the skybox.
Please describe the feature/improvement?
The feature / improvement would involve some way to prevent the atmospherics from reaching all the way up to infinity. For example, being able to set a maximum height above the player, or something of the sort, or even define volumetric bounding boxes.
What would be your solution? (optional)
My solution would be to implement a setting where the maximum height above the camera height in game units can be defined for volumetrics, in a similar way that the maximum froxel depth can.
Version
latest
Media
Without volumetrics:
When enabling volumetrics and attempting to achieve some ground fog or mist, the sky becomes obscured:
I am using an emissive skydome (not rasterised)
The text was updated successfully, but these errors were encountered: