Valve Source Engine games from L4D1 onward use a radial technique for rendering fog which looks far better than the planer one method. Radial fog is missing from the Source Engine Blender Collection fog shader.
From VDC:
"Older Source games render fog as a plane a certain distance away from the camera. This method is bad, as rotating the camera will strengthen or weaken the apparent amount of fog in a particular spot, even though the viewer hasn't moved at all. In Left 4 Dead[confirm] onward, this is fixed by implementing a new radial method which is independent from the viewing angle."
For instance, a model that is 128 squared in source is actually 243.8 in this asset library, instead of being 128 blender units. All models have to be scaled by 0.525 if you want parity between source and blender units.
This is also a little odd since in my experince, at least when importing maps, SourceIO scales them appropriately to Blender units.