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In principle, this is simple: we already have support for volumetric rendering, and we just need to count empty space as containing the fog. In practice,
the current code has lots of assumptions that empty space can be skipped and has zero effect other than possibly being the end of a semi-transparent material, and
the fog we are trying to render has a non-uniform density, so we need a special calculation for it.
The text was updated successfully, but these errors were encountered:
In principle, this is simple: we already have support for volumetric rendering, and we just need to count empty space as containing the fog. In practice,
The text was updated successfully, but these errors were encountered: