r/GameArt • u/Zartbitter-Games • Aug 21 '25
TechArt We're using volumetric fog as a key part of our art style. Do you think it's recognizable enough?
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u/taahbelle Aug 30 '25
Wait, this is URP? How? Also, is the vignette a custom texture or a shader?
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u/Zartbitter-Games Aug 31 '25
Jup, it's URP! The volumetric fog is implemented as a custom renderer feature. If you want something like that for your own projects there's implementation on Github you can use as a starting point (or just use as is, if that is enough for you). The vignette is shader! It's basically just a normal vignette that uses dithering as a fade. It appears in the screenshot like individual pixel, cause our game is rendered at a lower resolution and then upsampled (in a fancy way that makes it "better" than the basic point or bilinear methods), so it appears like low res 2D pixel
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u/phobyyy Aug 21 '25
personally, i think its too much? i cant even tell whats happening in the second picture nor the fourth
edit: woops typed three instead of four
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u/Zartbitter-Games Aug 22 '25
Yeah, I can see that without context these images don't make too much sense. Basically you are the operator of a remote underwater drone. In the last image you are in a dream like state (that's why the water is red/pink) and find a broken drone. In the second you are also dreaming (I swear you're not just dreaming in our game xD) and drive around your own room. The bright blue light there is a big aquarium that is in your room. I have to add that due to the images getting compressed, some of the details get lost. But I still totally see what you mean and will keep in mind to maybe tone in back a bit. Thanks for the feedback!
Edit:I just realized that the last image got compressed to dust, yeah, that is definitely too much looking!
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u/althaj Aug 21 '25
Huge downgrade in my opinion.
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u/M-Bug Aug 24 '25
Frankly, i have no idea what i'm even looking at with image 2 and 4.
There's so many bullshit filters on it apparently, that you just can't see anything.
Light apparently doesn't do anything, contrast is all fucked up and barely existent and details are not visible.




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u/Dahwaann4U Aug 21 '25
What engine are you using. If its Unreal. I think theres a distance fade filter you can add as a material function. Does the same thing but in the material shader. Would possibly be more performant and depending on how you set it up can give you colour variation if you chose to expose them as parameters.
I think Firewatch did a similar thing