This is a volumetric light implementation I was able to create mainly from this great resource:
The module also contains a bilateral upsampling shader which allows for blending of lower res and high res renderings, using the depth buffer and soby eliminating pixelated edges. Also a bilateral blur which is edge preserving.
Let it shine!
Is this spreadable?
check out implementation in super physical. https://github.com/michael-burk/SuperPhysical/tree/Deferred+Forward
there it is is fully spreadable.
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