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3h 33m 36s logged

#Devlog 5 - Major fog improvements

Added:

  • Lights and shadow
  • Perlin noise
  • smaller fixes / optimizations

What I have done

So since last devlog I have made the fog pickup lights and shadows from the main light, it’s very easy to do since unity provides the values for me.

I also added perlin noise to the noise generator along with the worley, I use the perlin as the base for the fog and the worley to make the edges more detailed with remapping.

I have also made some smaller optimizations like the raymarching stopping if the transmittance (the value which decided how much fog there is) gets so high that any additional fog wouldn’t make a noticeable difference.

What next?

  • Make the clouds render at half / quarter res and blur to increase performance
  • Add bounding boxes for more control over where the fog goes
  • Add textures and tress and grass and stuff

Side note: My friend @Lazyllama is going to join me and he will be making more of the game mechanics so that I can focus on this.

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