Need guidance with PostProcess Blendable

Hey, your depth is going to go way over 300, which means you need to clamp the value before using it as a lerp alpha.

Also, I would suggest using the material function “exponential density” instead of just dividing depth by 300, since that will use the same formula as actual fog. You’d hook it up exactly the same, but might need to swap the order of pins on the final lerp.