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Description
Dread Fog
A living fog for small graphics cards. It clings to the ground, drifts with the wind and swallows the horizon, for about 1 ms per frame.
Client-side only.
What it does
- **Drifting fog banks** that slowly change shape, even when you stand still. They stay steady on screen while you walk or sprint.
- **Fog that hugs the ground** and thins out with height, so hills and treetops rise out of it.
- **No more void at the horizon.** Terrain fades into the fog before the chunk loading limit, at any render distance.
- **Lights you can feel.** Torches and the moon get a soft halo at night and underground. The fog glows around you near a light or when you hold a torch or a lantern, in blue for soul lanterns.
- **An atmosphere that follows the world.** Day, dusk, night, rain and storms all change the fog. Swamps turn greenish, dark forests get thicker and deserts get lighter. Caves fade into darkness, and the Nether and the End have their own colors.
- **A horror movie look** with a cold tint and a vignette. A full color grading mode adds desaturation, contrast and crushed blacks, but it costs more.
Performance
Dread Fog was made on, and for, a laptop with a Radeon 610M integrated GPU.
Measured in game on that machine, in a test world at about 1080p, with Sodium and a render distance of 18: about 1 ms per frame.
It avoids the two things that usually make fog mods heavy:
- It doesn't march through the fog pixel by pixel. The fog is computed at very low resolution, then applied using each pixel's exact depth, so edges stay sharp.
- It doesn't read the whole image back for its colors. It uses the graphics card's own blending instead.
Settings
Everything can be changed in game, from the mod's settings screen: density, night density, layer height, distant haze, bank strength and size, wind, weather, caves, biomes, distant fog, halos, colors, and each dimension. The screen is available in English and French.
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