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BetterFog

BetterFog replaces REPO's built-in fog system with a custom shader.

REPO's built-in fog is not uniform in all directions around the player. This causes fog to appear further away in the player's peripheral vision, allowing them to see further into the map when looking from odd angles. BetterFog solves this by using a cyllinder-shaped fog that is always the same distance from the player in all directions.

BetterFog uses a custom Unity full-screen shader to reconstruct each visible surface's position, then applies fog from the surface's radial distance to the camera. The start and end distances are configurable, but the default values were chosen to match the feel of the built-in fog as closely as possible. This mod was made using AI generated code.

Configuration

After launching the game once, edit BepInEx/config/carnuke.betterfog.cfg.

  • Enable Better Fog: Enables BetterFog's radial fog. Default: true.
  • Start Distance: Distance in world units where fog begins. Default: 8.
  • End Distance: Distance in world units where fog reaches full strength. Default: 16.
  • Shop Start Distance: Distance in shop levels where fog begins. Default: 60.
  • Shop End Distance: Distance in shop levels where fog reaches full strength. Default: 300.

One level module is 15 world units long.

Shop fog is also applied when the player is in the truck between levels.

Here are some additional gameplay ideas that the fog can be used for:

  • Setting Start Distance to be a negative number causes the fog to appear thicker and more ominous. This can be used to make the game feel scarier.
  • Setting End Distance to be very small makes it so the player can only see things nearby. This can make the game more challenging. Make sure that Start Distance is smaller than End Distance, or the fog will have a hard boundary instead of a gradual fade.
  • If you are playing with "imposters", you can have the imposter play with a bigger End Distance so that they have more visibility than the regular players.

Known Issues

BetterFog causes a few minor visual issues:

  • Transparent objects sometimes appear more clear than usual when viewed from certain angles.
  • Fog rendered over death pit liquids can sometimes look strange. This is because the shader renders fog for the geometry that is normally hidden by the liquid texture.
  • One room in Swiftbroom Academy has glass ceiling textures that should be opaque but are not.

Source Code

Project page: https://github.com/carnuke/BetterFog

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