Fog needs valid SpriteRenderer bands and suitable coverage. Enabling a controller without artwork does not produce visible mist.
Author fog bands#
The newer supplied image has three assigned bands. The original guide's figure showed an empty list; the setup steps below explain how to author valid bands rather than copying either screenshot's values.
- Enable Fog and choose Add Fog Band to create/register an empty child SpriteRenderer.
- Assign a transparent fog sprite; position, scale and sort it for the scene.
- Try Density
0.25and Velocity(0.1,0). Use the supplied Atmospheric Fog material when animated noise is wanted.
Fog controls#
| Field | Meaning |
|---|---|
| Density / Day, Night Color | Base opacity and blending through clock.VisualDaylight; alpha also matters. |
| Fog Material | Compatible noise material; None keeps authored sprite-only fog. |
| Noise Scale / Detail | Noise size/frequency and fine detail in compatible materials. |
| Velocity / Drift Distance | Bounded band oscillation plus scrolling material noise, not endless sprite travel. |
| Depth Strength | Density variation by band order; higher values make earlier bands more transparent. |
| Edge Softness / Height Falloff | Compatible-material softening and vertical fading. |
| Drift Variation | Band speed/phase variation. |
| Night Density Multiplier | One preserves base density; higher values thicken night fog. |
| Band Density | Multipliers in array order; omitted entries use one. |
| Update Interval | Seconds between position updates; quality can override without pausing the whole effect. |
Build depth without tint conflicts#
Use two/three near/far bands with different sizes and orders. Keep them as standalone atmosphere children outside Parallax2DLayer roots so Manager and Fog do not both write the same renderer color.
For camera-relative fog, put Parallax2DCameraAnchor on the parent Atmosphere and assign the environment Camera Adapter. It follows actual camera XY while retaining authored Z. Add Another Fog creates independent density/material control; author its Bands separately.
Check Hour 0/12, panning and disable/re-enable. Missing fog usually requires inspecting sprites, renderer state, material/alpha, sorting, references and coverage.