[POST PROCESS MATERIAL] Unable to inject Post Process Material before Fog pass

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!

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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.

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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.

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I am encountering the same issue when using a ColorCorrectionRegion.

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Thank you!

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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.

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Hello Shaun,

Thank you for your answer.

Do you plan to improve this in the future?

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There are no immediate plans to change the GBuffer, no

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Understood, thank you for the explanations.

Have a good day!

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You as well!

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