posted by RiverForge on 8th Jun 2014, 2:30 PM.
Arthos is foggy now, and honestly it looks fantastic.
...that emote is sarcasm-proof, but I mean it sincerely this time.
The lowlands got soft, drifting fog and the northern maps picked up a colder tint. It is mostly mood work, but it also does something practical: it helps players read distance during crowded fights.
The tricky part was performance. Fog is cheap until you stack ten passes of it, and then your laptop sounds like a jet.
We settled on a single blended pass driven by height:
CODE float fog = clamp((waterLine - worldY) * density, 0.0, 1.0);
color = mix(color, fogColor, fog);Here is a before/after grab from the north crossing:

If you spot a spot where the fog eats a unit whole, please yell. Report bugs on https://madsplash.net/community or reply below. We read everything, even the mean ones. ![]()
Fog eats the unit outlines near water on my machine. See here:
Not great. ![]()
The north map finally looks cold instead of just blue. Big win.