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Devlog 6 - Finally completing the port to the compute shader

I was finally able to port the volumetrics to the compute shader which allows it to run at 1/2 or 1/4 res improving the performance greatly. I also tried making a cloud layer which is what you can see in the image.

It still look kinda bad but trust it will become better with time. It’s also running at a stable 200 fps with 1000 max distance which is great!

Next I want to add proper bounding Boxes since this is just skipping the step if its outside the y range of 60 - 70 which isn’t very efficient.

I also want to add internal shadows so for each step in the raycast it will send out another raycast to see how much light it gets, hopefully that can make it less flat.

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