Reproduction steps:
1. Create a new project
2. Add "VOLUMETRIC_FOG" to Scripting Define Symbols and press "Apply" button (Edit > Project Settings > Player > Other Settings > Scripting Define Symbols)
3. Select PC_Renderer Asset (Assets/Settings/PC_Renderer.asset), press “Add Renderer Feature” button and select “Volumetric Fog”
4. Create > Material and set Surface Type to Transparent in the Inspector
5. GameObject > 3D Object > Quad and assign the newly created Material to it
6. GameObject > Volume > Global Volume and press "New" button under the Volume Profile in the Inspector
7. Press Add Override > Fog and observe the Quad in the Game or Scene view
8. Enable the "Analytic Fog" override and value checkboxes, set Density to 0.2 or higher and change Color field
9. Observe that the Quad is tinted in the Game view and disable the “Fog Volume Component” checkbox
Actual result: Quad stays tinted with the last used fog Color and Density
Expected result: Quad returns to the unfogged appearance observed in step 7
Reproducible with: 6000.7.0b1
Couldn’t reproduce with: 6000.0.84f1, 6000.3.24f1, 6000.6.2f1 (No “Volumetric Fog” Renderer Feature), 6000.7.0a6 (No Analytic Fog setting)
Reproduced on: macOS Tahoe 26.6 (M4)
Note: Issue is not reproducible with Opaque Material