# Deferred Fog The **Deferred Fog** effect simulates the look of fog or mist in outdoor environments. To do this, it overlays a color onto objects depending on how far away they are from the Camera. ![screenshot-fog](/images/screenshot-fog.png) You can also use the Deferred fog effect to hide object clipping. This is useful if you want to bring the Camera’s far clip plane forward to improve performance. The **Deferred Fog** effect creates a screen-space fog based on the camera’s [depth texture](https://docs.unity3d.com/Manual/SL-DepthTextures.html). It supports Linear, Exponential and Exponential Squared fog types. **Deferred Fog** settings are on the **Scene** tab of the [**Lighting window**](https://docs.unity3d.com/Manual/lighting-window.html) in **Window > Rendering > Lighting Settings**. ### Properties ![](images/deferredfog.png) | Property | Function | | :-------------- | :--------------------------------- | | Enabled | Enable this checkbox to turn the **Deferred Fog** effect on.| | Exclude Skybox | Enable this checkbox to exclude fog from the [skybox](https://docs.unity3d.com/Manual/class-Skybox.html). | ### Details The **Deferred Fog** effect only appears in your [**Post-process Layer**](https://docs.unity3d.com/Packages/com.unity.postprocessing@latest?subfolder=/manual/Quick-start.html#post-process-layer) if the camera is set to render with the [**Deferred rendering path**](https://docs.unity3d.com/Manual/RenderTech-DeferredShading.html). It is enabled by default and adds the support of **Deferred Fog** from the [**Lighting window**](https://docs.unity3d.com/Manual/lighting-window.html), which would otherwise only work with the [**Forward rendering path**](https://docs.unity3d.com/Manual/RenderTech-ForwardRendering.html). ### Requirements - Depth texture - Shader Model 3