Cheapest (performance wise) fog for GLES2 mobile VR (LDR) - how?

I am not sure I am following :confused:

So my scene has standard type material, lit, no real-time lights (yet), baked lightmaps. Some of the materials will have emissive texture plugged into it emissive socket (think glowing eyes; but at this moment I don’t have any).

The issue is that when I bake lighting (skylight in particular), I get no difference in lighting at all. As if material is full bright. I removed all lights except tiny point lights I had as decorations, baked lighting - nothing. The level is all well lit. I added bright direct light, baked lighting - got shadows and some variations in how level is lit. Shadows however remained as they were when I had no lights in the scene. So then I disconnected fogging material function from emissive socket and bam! lighting looks right now, but of course I get no fog :frowning: Kinda catch 22.

Here is the current, fogget setup that makes fog looks really good, but interferes with the lighting :confused:

This is your fogging function, with Power node added to make fog look like what I want:

level geometry material with fogging function from above: