Decided to share my experience and talk a little about volumetric fog in UE4. It seems that there is nothing special to talk about, you click the checkmark in the exponential fog setting and get a volumetric fog. But as we know, it is very resource-intensive and cannot always be used (for example, for most VR games, volumetric fog is unacceptable), but of course we want the scene to be beautiful.
So, a little about the volumetric effect without honest volumetric fog.
I most often use the sphere that I spotted several years ago at Lighting Academy. I recommend everyone who is interested in setting up lighting to watch it.
With the same success, you can use a plane instead of a sphere, and the material looks something like this:
It's more suitable for godrays or backgrounds, especially if you are making a platformer.
Both of these methods (only if the camera goes through with a sphere or a plane) imply that you use the Mesh Distance Fields for a smooth transition, which is also not very economical in resources, but still easier than an honest volumetric.
Well, what if you can allow an honest volumetric but want to improve it? There is a solution:
I hope it was useful, thanks for reading.