Picture this: a vast THREE.PlaneGeometry representing the floor with a camera placed at an arbitrary spot within the scene.
By manually adjusting the near and far values of the fog, I can effectively conceal the outer edges of the plane to create the illusion of infinity. So far, so good.
However, here lies the conundrum - what happens when I navigate my camera through the scene, moving it to random locations across the plane? If the camera gets too close to the perimeter of the plane, the fog fails to obscure the boundaries because the fog is linked to the camera's position.
With that in mind, how can we implement a fog effect that only kicks in when you approach the edges of the plane?