I’m pretty sure volumetric fog is possible but full screen fog might be a bit slow. It probably would work well for really low fog like a swamp. The algorithm renders a 3d volume so it could be used for anything. I don’t think unity supports 3d textures but if it did you could probably use it for rendering 3d textures.
I’ll have another larger demo out soon. Just need to create some nice content to go with it:)
I think performance depends on the fillrate of your video card. This demo is pretty high quality in that it uses over a hundred samples to generate that volume. In a real game you could drop it down to like 20. Some other optimizations might be rendering into a low res buffer then compositing it back in like high-speed off screen particles tech.
Performance is proportional to how much screen space it’s using and how many samples.