UE5 & Quest 2 & Exponential height fog

Hello everybody,

This question is probably answered somewhere, but after several days of searching with no results, I finally dare to ask it here.

I would like to include “exponential height fog” in a project I am doing and for some reason unknown to me, it does not work in UE 5.x.x.

The question is, can I use exponential height fog in this version of Unreal for a project in native Quest 2?

Thanks in advance.

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Does it work in previous versions of the engine? If it does, then it is probably a bug or some strange setting that you have enabled which may cause it to not work.

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Thanks @EliasWick for your answer.

In fact, in UE 4.26 the exponential height fog works quite well.

a greeting

exp height fog works in quest
but a lot of other fog and fog particle effects don’t work and will dissappear in your quest build.
ITs an adreno, it doesn’t like transparency and fog fx.
I focus mostly on pcvr because of that

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I would add that a lot of older cascade smoke/fog fx must be converted to niagara systems
and to get good swirling fog in a scene with heightfog using a niagara system with one particle, large size, long life and a noise texture is the key to applying localized swirls
you can make fog sheets work, but you might need to disable the “lower quality overrides”
quest does not like post processing
so making cool foggy scenes in quest is actually difficult
and multiple transparent fog sheets can slag the adreno
I do my work in pcvr mostly, but I have a couple quest projects because it has a large user base so it is wise to, but materials at standard settings can look bad
its worth looking at the twinmotion mat pack and tm auto material pack
most of those shaders work in the quest.
but fogs are hard.
they work in your pcvr testing, but when you bake to quest whole groups of fx, particles and fogs planes will vanish.

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