Hi all,
In Babylon.js, we can disable fog on skybox material with material.fogEnabled = false.
Is it possible to do the same thing in Lite?
Below is scene 3 from Babylon Lite but changed fog mode to linear:
Hi all,
In Babylon.js, we can disable fog on skybox material with material.fogEnabled = false.
Is it possible to do the same thing in Lite?
Below is scene 3 from Babylon Lite but changed fog mode to linear:
loadSkybox() returns Promise and internally adds a dedicated skybox renderable, so it does not expose a mesh or material that you can configure.
Furthermore, Babylon Lite’s StandardMaterialProps has no fogEnabled property. The built-in skybox shader applies fog unconditionally whenever scene fog is enabled.
A fully public workaround without touching _renderables: use a box mesh plus ShaderMaterial, storing the six skybox faces in a 2D texture array and sampling the correct face in WGSL.
Babylon Lite’s own procedural-sky example uses exactly the supported pattern we need: a camera-surrounding mesh, ShaderMaterial, back-face rendering, no depth writes, and far-plane positioning.
Here is one of the possible solutions - Babylon Lite Playground
I ended up modifying skybox-cubemap.fragment.wgsl by removing the block that applies fog color mixing in my fork.
Still thanks @labris for providing a solution that relies on public API. ![]()