the Atmospheric frog and the height frog are both globa as i know
You can use a post process shader on a post-process volume to add depth fog to a defined area.
Have a look at these links:
Personally I would wait for 4.16 because it looks to have new, modern volumetric fog/lighting. I’ve played with it using a github version but I believe the first preview release of 4.16 is not very far away now (Im expecting news this week but could be wrong).
Any info on what dynamic lighting/fog stuff are in the 4.16 source atm?
A few messages into page 5 onwards on the following thread is presently the best source of info that I know of:
Also someone from Epic said they were trying hard to get the first preview release of 4.16 out this week, though I cannot remember which thread that message was on.
Ah I was slightly behind the times and the 4.16 preview was announced and made available some hours ago. Plenty about the volumetric fog in the notes:
Hahaha!! This thread made me smile…