Weekly progress 3/20

Jiaxing Gao
4 min readMar 20, 2020

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After continuous attempts, I finally figured out how to implement the fog effect under URP. The previously used plugin is essentially a new rendering pipeline. This new pipeline is developed based on ordinary URP with fog effect added.

The author of this plugin did not specify how to use it, but I finally managed to get it. First switch the rendering pipeline to the new rendering pipeline in the project settings, not the previous URP.

After that, make sure the settings are correct, the author mentions that sometimes it will be lost. Here because of a bug, I changed Compute Texture to SimpleNoiseComputerTexture, this setting refers to the density map of the fog.

Then I found the most critical part: the fog detail settings. It’s a material.

The form of this plugin is very strange. I haven’t seen similar plugins, but it seems reasonable after I understand the structure. The only drawback is that I found in the design that I could not set different fog effect details for each scene, because the rendering pipeline covers the entire project. This problem limits the variety of fog effects. In contrast, HDRP does not have this problem.

I started to adjust the game picture from a design and technical perspective. The transparent texture on the roof encountered some problems, but the problem was solved after changing the rendering order. This new rendering pipeline performs very well and does not affect the frame rate too much.

By the way, normal URPs provide a fog effect, but the effect is strange. Unfriendly to the display of transparent textures.

After my testing, to fully adjust the scene graphic effects, I need to adjust the following: light, post-processing, material, indirect lighting, sky-box material, and reflection.

The effect of indirect lighting on the final effect
Effect of fog color

I think of a sentence in the aftereffect field:If it can be solved in the early stage, don’t give it to the after-effect stage. So I decided to adjust the parameters first, and finally adjust the post-processing.
Due to the many parameters involved and sometimes conflicts, I spent some time adjusting the final effect for the three scenes. I made some compromises because the density of the fog is common to all scenes, I didn’t add the Tyndall effect to the first scene.
I found some reference pictures to help me grade the color. The final effect is as follows.

Sacred scene

Original
Reference
V1
V2

Home scene

V1

Wild scene

V1

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Jiaxing Gao
Jiaxing Gao

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