Hello,
I would like to apply a post-process material before the Fog is rendered.
I haven’t found any console variables (Cvars) or blendable locations to resolve this. Could you please share any tips or workarounds?
Is this a current limitation in Unreal Engine?
Thank you!
[Attachment Removed]
Steps to Reproduce
Please find the attached PostProcessBeforeFog.zip
1- Open the level PPM_BeforeFog_dbg.
2- Open the sequence LSQ_PPM_BeforeFog_Dbg and switch to the camera view. [Image Removed]
3- Multiply the Color Tint by 2 on the PPMI__ColorCorrect_BeforeFog.
Result: The overall color is multiplied by 2.
[Image Removed]
4- Reset the Color Tint to 1, and instead set the Emissive Color to 2 on the MM_Constant_dbg.
Goal: I would like to achieve this specific result affecting the scene before fog integration using a Post Process Color Correction.
[Image Removed]
I am encountering the same issue when using a ColorCorrectionRegion.
[Image Removed]
Thank you!
[Attachment Removed]
comlys
(Shaun Comly)
May 22, 2026, 4:11pm
3
Hey Jack,
Yes, you are correct, this is a current limitation. Fog is composited directly into SceneColor . By the time any Blendable Location PP material executes, the fog is already permanently baked into the scene color buffer. We have access to 6 blendable locations in the Buffer, and the earliest, SceneColorBeforeDOF , is still well after fog, unfortunately.
[Attachment Removed]
Hello Shaun,
Thank you for your answer.
Do you plan to improve this in the future?
[Attachment Removed]
comlys
(Shaun Comly)
May 25, 2026, 7:37pm
5
There are no immediate plans to change the GBuffer, no
[Attachment Removed]
Understood, thank you for the explanations.
Have a good day!
[Attachment Removed]