You could try enabling the custom depth pass/stencil on your volumetric fog objects and mask the post process material that way. I’d have to see how you’re achieving the outline currently.
Looks like you just need to check “exclude custom depth” at the end of your outline PPM, then click on your fog mesh in the level and check “use custom depth”. Fading out the translucent objectes might be more difficult, but setting the post process material to “before translucency” in the material settings should help.
I trying to check exclude custom depth, but i check the use custom depth on mesh near the fog, the check on the fog not work, but its work for other mesh, I will be satisfied with it, thanks for helping me =)
If you click on the viewmode dropdown and change it from Lit to Buffer Visualization->Custom Depth, does the fog mesh appear white?
Also, it looks like some of the material settings have been rearranged in the latest editor version. Try clicking on the main material node in your post process material, then search for “blendable location” in the details panel and change it to “scene color before DOF”.
Yeah, it looks like custom depth and stencils don’t work at all on additive materials for some reason… It might be possible to make a duplicate mesh around your volumetrics with “render in main pass” unchecked (or just with an invisible material) and “render custom depth pass” checked.