A voxel based volumetric fog originally based on: this paper. To put it shortly this shader focuses on improving / avoiding the common pitfalls of ray-marched, epipolar sampling & light scatter methods.
Demo Build:
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Features:
• Volumetric Fog shadows.
• Physically based.
• Supports fully dynamic scenes & lightning.
• 3 different filters to counter aliasing.
• Produces soft results, which fits current generation art style of the games.
• Height & ramp settings to control fog distribution.
• Sun and atmosphere phase functions for all kinds of atmosphere effects.
• Volumetric fog can be extended by analytical fog to cover large view distance, where volumetric fog would produce artifacts.
• Spot and Point light support (not shadowed).
• User specified volumes to generate custom fog areas.
• Culling to support large amount of lights and volumes per scene.
• Realistic volumetric clouds with many options to play with.
Specifications:
• Supports all rendering paths.
• Support for cascaded shadow mapping, both stable and close fit projections.
• Many different quality settings for both low & high end devices.
• Multiple customization options to match any environment you might have.
• Quality settings can be changed at runtime meaning easy integration with your settings menu.
• Requires DirectX 11 capable hardware and driver.
• Requires Unity 5.6+.
• Doesn't seem to like xbox.
Performance:
Performance tests (with all filters disabled):
• 0.3ms to 0.7ms cheap quality settings.
• 0.7ms to 1.58ms optimal quality settings.
• 1.58ms to 2.55ms high quality settings.
• 2.55s to 4.85ms cinematic quality settings.
Performance tests (with all filters enabled):
• 0.4ms to 1.0ms cheap quality settings.
• 1.0ms to 2.5ms on optimal settings.
• 2.5ms to 4.0ms on high settings.
• 4.0ms to 9.3ms on cinematic settings.
Additional volumes and lights will impact the performance.
All measurements made on GTX 960M, 2.3ghz CPU.
Beta Limitations:
• More customization options will be added. (you can request them if you think they could / should be added).
• Various performance improvements.
• Lack of documentation on various scene setups.
• Price will change with final release.
NOTE: all the screenshots are raw, without any other post-proccesing effects.
Got any questions? Feel free to contact me on this e-mail: avolaso@gmail.com