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Is there a way to add no fog zones in the shader code?
We currently are running some tests, using the height fog as some kind of mist in our scene, and we want one of the character skills to remove some of the mist. The problem is that the skill is done away from the player, and he can move close or away from that zone.
We know it is possible with Ray Marching to add primitive(s) to the calculation and wondered if you would know where in the code we should be looking in order to achieve what we want?
We don't know if that will look realistic but we want to try it ;p
Cheers!
The text was updated successfully, but these errors were encountered:
Hi,
sorry for the very late reply. I've been very busy lately. In case this is still relevant, look for GetDensity function in VolumetricLight.shader. It is called for every raymarching sample. wpos is world space position. Simply make an intersection test with your primitive and set "density" to zero to kill the effect. Or gradually fade out the effect with decreasing density.
Hi,
Is there a way to add no fog zones in the shader code?
We currently are running some tests, using the height fog as some kind of mist in our scene, and we want one of the character skills to remove some of the mist. The problem is that the skill is done away from the player, and he can move close or away from that zone.
We know it is possible with Ray Marching to add primitive(s) to the calculation and wondered if you would know where in the code we should be looking in order to achieve what we want?
We don't know if that will look realistic but we want to try it ;p
Cheers!
The text was updated successfully, but these errors were encountered: