Volume shader looks solid from outside When I plug the scatter volume node into an object's volume, it only works correctly if the camera (or the viewport) is inside the object. If the camera is outside of it, it appears a mist-coloured solid. This is in both eevee and cycles. How do I fix this? Thanks.
Here's the shader:

Here's the scene- a floor, some pillars, and the box to which this shader has been plugged in. When I'm inside, it works

But when I'm outside of it..

So my problem is that the fog seems to be rendering on the inside, but not the outside. Flipping normals does nothing.
In your example you have connected a shader to both the Surface and the Volume sockets of the Material Output. This gives the mesh both a volume and a surface. For purely volumetric objects you should not have a shader attached to 'Surface'.