There are some easy algorithms or formulars to simulate fog effect.
such as:
Linear fog adds a linear amount of fog based on the distance you are viewing the object from:
Linear Fog = (FogEnd - ViewpointDistance) / (FogEnd - FogStart)
Exponential fog adds exponentially more fog the further away an object is inside the fog:
Exponential Fog = 1.0 / 2.71828 power (ViewpointDistance * FogDensity)
Exponential 2 fog adds even more exponential fog than the previous equation giving a very thick fog appearance:
Exponential Fog 2 = 1.0 / 2.71828 power ((ViewpointDistance * FogDensity) * (ViewpointDistance * FogDensity))
All three equations produce a fog factor. To apply that fog factor to the model's texture and produce a final pixel color value we use the following equation:
Fog Color = FogFactor * TextureColor + (1.0 - FogFactor) * FogColor
For this tutorial we will generate the fog factor in the vertex shader and then calculate the final fog color in the pixel shader.
but the effect generated is not satisfying, for i think the scattaring effects must be considered. I know some indoor single scattaring formulars, but outdoor effect are different from that indoor.
DO anyone know if there are any complex method to simulate very real fog effect or if there are any physics based equations to simulate it?
And i prefer physics method.
Thanks.








