Volumetric fog fades out at the edges of the screen

Godot Version

4.5.1

Question

I can’t find anyone talking about this or how to fix it (maybe it’s an AMD thing)
Volumetric fog doesn’t work well at the edges of the screen, how does one fix this?

(also light shafts are kinda pixelated but i think there’s a setting for that in project settings)

Hi dusk!

If volumetric fog does not do what you want within your setup – especially at the edges of the screen –, maybe you could apply a shader to the entire view: e.g. Camera3D, having a child CanvasLayer, having a child ColorRect*, with a ShaderMaterial set for Material property, with a shader script for set for Shader property, then apply a blur filter in the shader script. That might fit the aesthetics of an under water world better and maybe also solve the pixels around your light.

When looking at the video it was a bit hard to tell what visuals are due to the volumetric fog not working, or if the visuals are due to video compression. Maybe a high-resolution screenshot would help more to identify the problem.

Kind regards :four_leaf_clover:

P.S.: The ColorRect would have to be set to span the full 2D view, i.e. have to be set to FullRect.