Version: 2018.2 (switch to 2018.1 or 2017.4)
ShaderLab: Legacy Alpha Testing
ShaderLab: Legacy BindChannels
Other Versions

ShaderLab: Legacy Fog

Fog parameters are controlled with Fog command.

Fogging blends the color of the generated pixelsThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
See in Glossary
down towards a constant color based on distance from cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary
. Fogging does not modify a blended pixel’s alpha value, only its RGB componentsA functional part of a GameObject. A GameObject can contain any number of components. Unity has many built-in components, and you can create your own by writing scripts that inherit from MonoBehaviour. More info
See in Glossary
.

Syntax

Fog

    Fog {Fog Commands}

Specify fog commands inside curly braces.

Mode

    Mode Off | Global | Linear | Exp | Exp2

Defines fog mode. Default is global, which translates to Off or Exp2 depending whether fog is turned on in Render Settings.

Color

    Color ColorValue

Sets fog color.

Density

    Density FloatValue

Sets density for exponential fog.

Range

    Range FloatValue, FloatValue

Sets near & far range for linear fog.

Details

Default fog settings are based on settings in the Lighting Window: fog mode is either Exp2 or Off; density & color taken from settings as well.

Note that if you use fragment programs, Fog settings of the shaderA small script that contains the mathematical calculations and algorithms for calculating the Color of each pixel rendered, based on the lighting input and the Material configuration. More info
See in Glossary
will still be applied. On platforms where there is no fixed function Fog functionality, Unity will patch shaders at runtime to support the requested Fog mode.

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ShaderLab: Legacy Alpha Testing
ShaderLab: Legacy BindChannels