Orodje za dostopnost
Simulates "God Rays" by allowing light to scatter through the fog particles.
Using smoothstep(LowerHeight, UpperHeight, currentY) to create an inverse lerp that defines where the fog begins and ends. 3. Core Features of "Advanced" Fog Assets
While visually rich, fog can be expensive. Optimization strategies include:
Uses textures or procedural noise to create a "wavy" or "fluffy" cloud effect rather than a flat gradient.
Calculates fog density by sampling the Depth Texture to reconstruct world-space positions and applying a vertical gradient.
Simulates "God Rays" by allowing light to scatter through the fog particles.
Using smoothstep(LowerHeight, UpperHeight, currentY) to create an inverse lerp that defines where the fog begins and ends. 3. Core Features of "Advanced" Fog Assets
While visually rich, fog can be expensive. Optimization strategies include:
Uses textures or procedural noise to create a "wavy" or "fluffy" cloud effect rather than a flat gradient.
Calculates fog density by sampling the Depth Texture to reconstruct world-space positions and applying a vertical gradient.