I try to make a volume fog, use blendop revsub to get thinkness stored in alpha,then grab it,no script or render target is needed(of course,default _CameraDepthTeture is needed)it is not a perfect volume fog,
But does work for some situation:)
Interesting, care to share the code, and how did it go when a camera get inside it?
when the camera come in, It will gone, it is limited,not a decent volume fog like Nvidia’s paper
And it need to grab screen, so it is very limited,not useful for pratical
I have another edition volume fog, it doesnt need to grab screen,just _CameraDepthTexture is needed,use rim to fade out
of course,it will has its own limitness,here is it:
Isn’t this the same as depth bias?
Yes,just depth bias,and then rim out
Never test whether it is more cheap than a cloud of particles
Ohh…i forgot about his thread, btw i’m still curious with how you calculate the thickness how did you do it?
i’m still unable achieve the thickness of the fog. Can i see the code/snippet of it?



