I have an outdoor scene where I need to fade out a water plane. I first tried the exp height fog but I wasn’t able to get the result I wanted since even when adjusting the fog amount and the height of the actor transform the fog kicks in to the point of complete occlusion either too close or too far.
So instead I thought about doing my own post process material based off the scene depth.
The following is my material:
The result looks good enough in my monitor:
but when I try it out in VR, I notice that the horizon area (where the fog is concentrated) seems to rotate with the headset point of view, similar to how particles don’t work in vr due to billboarding.
Does anyone have any tips on how could I fix this? Otherwise does anyone have an alternative that works in vr for what I am trying to do?