CURATED WORKFLOW

Compose fog correctly across a portal/secondary view without black tiles or double falloff

rendering/engine-internal evidence; supported game composition unresolved not runtime verified

Workflow ID: workflow.fog-view-resource-lifecycle
Snapshot: 3ba1c69afc74a97f-7fcd0798fd6ea455

Prerequisites

Ordered steps

#ActionState/evidenceSymbols
1Inventory native fog, volume and per-view resource declarations and classify their execution scope.metadata-only
Public visibility and source visibility are not enough to call the hook.
property:Sandbox.CameraComponent:Viewport(), property:Sandbox.SceneCamera:VolumetricFog(), property:Sandbox.VolumetricFogParameters:Scattering(), type:Sandbox.VolumetricFogParameters, type:Sandbox.VolumetricFogVolume
2Render entry-side travel and exit-side travel with explicit depth/projection/resource bindings.unresolved
No direct indexed relationship guarantees two-space fog composition.
method:Sandbox.CameraComponent:RenderToTexture(Sandbox.Texture,Sandbox.Rendering.ViewSetup), property:Sandbox.CameraComponent:Viewport(), property:Sandbox.SceneCamera:CustomProjectionMatrix(), type:Sandbox.RenderTarget, type:Sandbox.Rendering.ViewSetup
3Release/restore view-specific targets, history, tile/cluster state and exposure after the pass.source-demonstrated
Implementation evidence may be engine-internal; a runtime capture is required.
method:Sandbox.Rendering.CommandList:ReleaseRenderTarget(Sandbox.Rendering.RenderTargetHandle), method:Sandbox.Rendering.CommandList:SetRenderTarget(Sandbox.Rendering.RenderTargetHandle), property:Sandbox.CameraComponent:AutoExposure(), property:Sandbox.Diagnostics.PerformanceStats.Timings:History(), type:Sandbox.Rendering.RenderTargetHandle

Lifecycle and ordering

State ownership

Resource lifetime

Known failure modes

Evidence and unresolved questions

curated; not a complete workflow graph

  • Exact game-exposed fog/volume hooks and shader contracts.
  • Tile/cluster dimensions and custom projection depth reconstruction for recursive views.
  • Whether light/shadow transport is supported separately from matching the destination view.

Next useful probe: Run fog on/off and tiled/clustered on/off captures across viewport sizes and recursion depths, logging resource bindings and depth reconstruction.