How do I work around this clash between Forward Shading and Exponential Height Fog?

Hello,

I am currently making a game which uses Exponential Height Fog to give an underwater appearance, but this tanks the FPS unless I use forward shading.

However when I the fog is visible, lighting on objects begins to change suddenly whenever the camera passes the diagonal axis’. Is this a known issue that can be overcome?

Some further information:

  • This is basically a blank level with nothing but player controls, an FPS counter and some textures, with an exponential height fog, sky atmosphere, a directional light and a basic post processing actor

  • Hiding the Post Processing Volume and Sky Atmosphere in the scene doesn’t change this

Thanks in advance!

Bump, perhaps this is in the wrong area of the forum, if so mods please inform me