Open xthexder opened 3 years ago
At a minimum we need something to make light paths visible for gameplay, but we'll need to experiment with performance to see how good we can make it look.
It seems that a very capable volumetric lighting system would be possible to implement using the existing diffuse lighting grid. It would only require some adjustments to support a fog density / scattering value for each voxel based on some function to create dust clouds or smoke.
Screen space shader that samples shadow maps