Discussion
kqr: If, by chance, there are any fans of Morrowind here, there are shaders for the OpenMW source port that add volumetric fog and the game becomes absolutely stunning with them. I'm sure that was what the original developers intended but couldn't achieve with the computers of the age.Volumetric fog has a special place in my heart.
maximus_prime: Shout-out to his incredible mod adds volumetric fog to GTA 4: https://fusionfix.io/iv
reactordev: Yesssssss…However, I’d push this a little further with light reflectance and scattering. Fog does some weird things to light when it’s dense. You mention this towards the end but even just a Rayleigh calc should be enough.A goal of mine, maybe this year, is to get back into volumetric clouds and fog using SDF with wgpu but, the economy.But something like…// Assume: // vec3 fogColor; // Base fog color // float density; // Fog density at point // vec3 lightDir; // Direction from point to light // vec3 viewDir; // Direction from camera to point // vec3 sunColor; // RGB color of light// Compute angle between light and view float cosTheta = dot(normalize(lightDir), normalize(viewDir));// Simple Rayleigh-ish phase function (forward/backward scattering) float phase = 0.75 * (1.0 + cosTheta * cosTheta);// Wavelength-dependent scattering (approx Rayleigh) vec3 sigma = vec3(0.5, 0.8, 1.0); // R,G,B scattering coeffs// Fog contribution vec3 fogContribution = density * phase * sigma * sunColor;// Blend with scene color (sceneColor comes from existing render) vec3 finalColor = mix(sceneColor, sceneColor + fogContribution, density);