These are some Screenshots from a small time Project im working on, Its a simple game made with The built in renderpipeline, Uses assets such as Cozy weather to simulate the Clouds and A custom written Water shader with vertex displacement
[A post with the Fake fog system and shader will be uploaded incase u wanna try this out for yourself]
Volumetric Fog can make your games look absolutely Amazing, however the effect is pretty demanding and cant be used on wide open world area since the performance can be badly affected by it
Thats when Fake volumetric Fog cames into play, Normal fog simulates the sense of depth however volumetric fog does it better by not only affecting the objects farther away but also by affecting objects that are also in the cameras range, it can also be called a Height Fog effect, By faking it with a simple shader can allow for some interesting looking results
Screen space fog and Fake volumetric Fogs are different, Screen space Fog can be implemented by using the Camera depth buffer, Its more demanding than a stable Fake volumetric fog shader thats just sitting on the screen and giving a fake sense of fog presence
More about Screen Space Deferred Fog rendering in Unity - https://github.com/Unity-Technologies/PostProcessing/wiki/Deferred-Fog
Unity Fake fog rendering - https://s-ilent.booth.pm/items/2552465
A very Advanced Screen Space Fog Scattering - https://github.com/OCASM/SSMS
Unity Real-time Volumetric Fog system - https://github.com/SiiMeR/unity-volumetric-fog
URP Based Height Fog Rendering - https://github.com/samoliverdev/UnityURPAtmosphericFog