I’m trying to find a way to recreate effect that old games used for optimization, where geometry would slowly loose it’s material colors in name of flat colors before completely blending in with the fog. Here’s a great example of what I mean from Morrowind (2002):
This is just depth fog, you can make it yourself with a post process material. (plenty of youtube tutorials on this)
Exponential heightfog does effectively the same thing, but with a more natural falloff and it takes height into consideration (fog denser near the ground).
When using Exponential heightfog you’ll have to actually type in a high density value, since the slider won’t let you drag it high enough.