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.
What actually changed
- A layered fog volume that thickens near water.
- A colder color grade above the mountain line.
- Unit outlines that stay readable even when the screen is soup.
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.