Fog blends distant objects toward a horizon color based on ray travel distance. Exponential fog uses exp(-distance * density) for a natural falloff. Apply it with mix(fogColor, objectColor, fogFactor). Adding height-based fog via exp(-height * falloff) creates a ground-hugging mist effect for atmospheric depth.
Key Concepts
exponential fog
fog color blending
height fog
atmospheric depth cue
Try this shader live in the Shader Sandbox editor with real-time preview.