I have a postprocess volume set up with a blend radius of 2048 and a blend weight of 1.
My problem being when I get within 2048 units of my volume my postprocess material gets enabled fully, it pops on the screen.
A solution would be to have access to the blend weight of the volume within the postprocess material to change how much the material affects the render but I can’t find a way to do this.
Can someone explain how to do a smooth fog using post process volumes ?
It can only blend if other post process volumes share a blendable material using the same material. They can be different material instances though.
If the currently active blendable is a different material it just changes the material. If they are different instances of the same material then it knows it can interpolate the parameter values from one to another. I just tested it out and got it working by using one volume “unbound” and another with a blend radius of 500. Then I made two material instances, one had scenecolor multiplied by red, the other green.