
A Fog Card is an easy and relatively cheap way to place fog billboards for great views on distant objects independantly of global or more expensive volumetric fog/clouds. For HDRP. Bonus VFX effect.The Fog Card is a shader meant to be used as a distant or semi-distant fog billboard when you want mist or fog visible from afar at specific locations at a low fps cost. It displays on a simple quad or plane and can be customized in shader graph if needed.The features include dual layers, using simple or gradient noise or texture channels per layer as well as speed, tiling, rotation and contrast settings.You also have depth fog with height parameters, border fading and fuzzy borders, base color and tint for either depth or height coloring, proximity fading, simple bump/vertex displacement and modules for adapting to directional light when using the unlit version, to simulate the time of day.There's both a Lit and Unlit version for HDRP. 31 noise textures for fog/mist/cloud use cases.Now also includes VFXClouds, a simple VFX Graph effect for distant clouds or mist used in an arc or even full circle. Uses cases are, both as standalone or as complement to Fog Cards, for example around mountain tops or mist around an island.Built with Shader Graph.Organized in modules/groups and subgraphs for easy customization and optimization if needed.Proximity fade module, available in shader, fades by distance to pixels (spherical).FogCardProximityUpdater script fades full card/plane by distance to its infinite plane.Alpha value exposed as shader property _Alpha or as public property Alpha via FogCardProximityUpdater. FogCardProximityCullingUpdater script also includes culling for simple cases.For light intensity changes when using the unlit shader the shader property _Intensity_Fraction is exposed and available also via FogCardLightUpdater script as public property IntensityFraction.AI was used to generate noise textures for mist, fog and clouds (most of them).