Unity Applying Global Light Settings fog to a non-main camera

Is it possible to apply fog to a non-main camera?

35mm – First film roll just got developed and all my pictures have a white fog on them?

I recently got an olympus om10 and shot my first roll of film,
The film is fujicolour c200.

I got my film developed and when I picked it up, the guy in the shop said some of them were really dark. The pictures have come out kinda blurry and with this weird white fog on the bottom of them (pictures below)

enter image description here
enter image description here

and one came out with different colour lines like this:

enter image description here

Why is this and how do I prevent it from happening?

I’m also missing some photos and when I was shooting the camera advance lever stopped advancing, I didn’t know if it got jammed because i definitely still had some shots left but the counter said S?

Another thing, i put the film in the fridge after i had used it, took it out to warm to room temp but because no shops were developing i had to put it back in the fridge. Would this have affected the film and caused the fog?

Thank you!

rendering – Horizon Fog in the Skybox procedural unit

I'm building a low poly game that looks good in fog. I am currently using an extended skybox cubemap because the fog may obscure it. Here is a sample of what it looks like:
[suitable appearance [1]

Now I am trying to change to use a procedural skybox because I want to start working in day / night cycles and I want the sky to change color for different times of the day and weather conditions, but when I change the option to apply fog to the skybox is not available in skybox settings. Here is a sample of what it looks like without fog in the skybox:
procedural look

How can I add horizon fog to a procedure skybox? I know that simply adding fog would darken the entire skybox, so I would like to have high fog or something like that.

Thank you

For the physical board game, how do you restrict the vision of PCs in situations such as fog?

For situations such as Obscureing Mist, darkness and other visual disabilities, how have you succeeded in the physical board game?

Success measurements:

  • Players can manipulate their character in a battle grid to explore the restricted viewing area
  • The DJ can interrupt players when their sensory information changes without significantly interrupting the game in each round.
    • Ideally, you should also avoid constantly moving them backwards.
  • Do you have any method to provide information to players about what their character perceives
    • Ideally, only the player who "should" have the exact knowledge would have it, and others only what they can convey

The good response (s) will follow the concept of Good subjective and cover key points:

  • What has been your experience using the system?
    • that is, comments from the players, how did you feel it worked
  • How could you restrict your view and also reveal information
    • Did you just tell the player? Did everyone know when Bob was next to the bad guy?

Related question to play online with the Roll20 virtual table: in Roll20, how do you restrict PCs? vision in situations like fog?

fujifilm – disposable camera film – green random photos, no image, fog

most of the blurry images were taken in front of a mirror, I'm not sure if that had any effect on the photo, but there were other photos on the roll that were also taken in a mirror and were perfectly fine and of very good quality, so I would say maybe 1-2 feet from the mirror

If I was using a camera like this: https://www.fujifilm.com/products/quicksnap/lineup/superia/

This camera has a 32mm f / 10 fixed focus lens. What this means is that the camera does not focus on anything in particular, everything from 1 meter distance to infinity is acceptably sharp. When you photograph things closer to the camera than 1 meter, you not only suffer from some parallax problems, but these objects are out of focus, and the out of focus blur gets worse the closer the camera object is.

It's hard to know about his statement, but it seems that this could be a culprit. If not…

Then it is likely that the image scan was broken. It doesn't make much sense to me why one frame would be good and the next one blurry … but the problem is with the shot or the scan. Since you don't have the negatives, the world will never know.

If you are sure that your images should be fine, you can always try to demand your money back and a comfort camera / roll of film for the ruined shots: there is no way to solve anything of the images you have published and, if the negs are destroyed … well, he left he left.

In the future, always check to make sure you are using a laboratory that will return your negatives. In general, there is at least one decent laboratory in any major city and good laboratories to which you can mail your things to send your negatives.

Alpha Mix: transparency fog performance

Older games use Distance Fog to limit the draw distance and decrease the number of polygons drawn.

This is usually done by changing the color to the fog color.
But what if this color is full transparency and the resulting color is mixed alphabetically with the underlying image?
Does Alpha combine more performance in this case?

I'm talking about an effect like this:
enter the description of the image here

dnd 5e – Does Fog Cloud cast break a sanctuary spell?

The Sanctuary spell can protect a creature, with the following warning:

If the protected creature makes an attack, casts a spell that affects an enemy or damages another creature, this spell ends.

Does casting cloud of fog break a sanctuary spell?

You could say no, since the spell affects the air around the enemies, not the enemies themselves.

opengl – seamless side scrolling fog shading

I have encountered a problem when trying to code a 2D game. The way I set up the game is that you run through underground dungeons and fight against enemies, to create an environment, I added a smoke / fog shader to superimpose on the bottom of the dungeon. However, noise / fog is not continuous. As in, the fog is always the same, even when moving around the map, it doesn't move with the player / camera.

How do I get the fog to be generated whenever the camera moves sideways / upwards while remaining transparent, such as when it adjusts to the fog before moving the camera?

For example, when I move to the right, the foggy background should move to the left, instead of being the same backdrop anywhere on the map.

The shader that I have configured is based on this one by Morgan McGuire / patriciogv:

// Author @patriciogv - 2015
// http://patriciogonzalezvivo.com

#ifdef GL_ES
precision mediump float;

uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;

float random (in vec2 _st) {
    return fract(sin(dot(_st.xy,

// Based on Morgan McGuire @morgan3d
// https://www.shadertoy.com/view/4dS3Wd
float noise (in vec2 _st) {
    vec2 i = floor(_st);
    vec2 f = fract(_st);

    // Four corners in 2D of a tile
    float a = random(i);
    float b = random(i + vec2(1.0, 0.0));
    float c = random(i + vec2(0.0, 1.0));
    float d = random(i + vec2(1.0, 1.0));

    vec2 u = f * f * (3.0 - 2.0 * f);

    return mix(a, b, u.x) +
            (c - a)* u.y * (1.0 - u.x) +
            (d - b) * u.x * u.y;

#define NUM_OCTAVES 5

float fbm ( in vec2 _st) {
    float v = 0.0;
    float a = 0.5;
    vec2 shift = vec2(100.0);
    // Rotate to reduce axial bias
    mat2 rot = mat2(cos(0.5), sin(0.5),
                    -sin(0.5), cos(0.50));
    for (int i = 0; i < NUM_OCTAVES; ++i) {
        v += a * noise(_st);
        _st = rot * _st * 2.0 + shift;
        a *= 0.5;
    return v;

void main() {
    vec2 st = gl_FragCoord.xy/u_resolution.xy*3.;
    // st += st * abs(sin(u_time*0.1)*3.0);
    vec3 color = vec3(0.0);

    vec2 q = vec2(0.);
    q.x = fbm( st + 0.00*u_time);
    q.y = fbm( st + vec2(1.0));

    vec2 r = vec2(0.);
    r.x = fbm( st + 1.0*q + vec2(1.7,9.2)+ 0.15*u_time );
    r.y = fbm( st + 1.0*q + vec2(8.3,2.8)+ 0.126*u_time);

    float f = fbm(st+r);

    color = mix(vec3(0.101961,0.619608,0.666667),

    color = mix(color,

    color = mix(color,

    gl_FragColor = vec4((f*f*f+.6*f*f+.5*f)*color,1.);

dnd 5e: use of the cloud of fog to increase the range of the archer

It is not the cloud of fog that increases the range

Of all PHB martial weapons, the Longbow has the greatest range, allowing its shooter to shoot at a range of up to 600 feet.

It is not the spell that "increases" the range, the Longbow already has that incredible range of 600 feet. Yes, you attack at a disadvantage, but there are many methods to get rid of it. Shooting from the hiding place is one of them.

The description of cloud fog indicates:

your area is very dark

A "very obscured" area means blinded condition:

A very darkened area, such as darkness, dull fog or dense foliage, completely blocks vision. A creature effectively suffers from the blinded condition when it tries to see something in that area.

One can rationalize, that the target is blinded when trying to see archers in the fog, therefore, archers have an advantage:

Attack rolls against the creature have an advantage

But you should still ask your DM. The 5th edition of D&D empowers the DM in ways that the 3rd, 3.5 and 4th did not. While the zero rule has always been applied, the fifth edition chooses not to explicitly code many things. If your DM says "attack with disadvantage", so be it.

Like Fog of War an official adventure map

Therefore, I will launch a new campaign and we will begin with The Sunless Citadel module. I have a very large .jpeg file for all the dungeon maps, and I plan to use my small projector, mounted on the table, to project the map onto the table and use it as a battle mat.

Here is the problem, how could I avoid revealing the entire level of dungeon to the players at the same time, while still showing the areas in which they are / have already been?

Initially, I was thinking of using a thick cardboard (flash cards) and some tape to block parts of the projected image before it reached the table, but that seems like a lot of additional work every time you enter a new room.

Does anyone here have any experience using digital copies of maps and projectors, or even tables with a built-in screen?