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volumetric clouds/fog using froxels not sure if surprisingly cheap or if new gpus are just that fast #madewithunity
26,181 次观看 • 3 年前 •via X (Twitter)
7 条评论

What resolution is the froxel grid? I've found that it gets too expensive in terms of VRAM and shader time to maintain detail over long distances, compared to raymarching. (For vol clouds and atmospheric scattering with sky occlusion)

In this video i cranked it up to 160x90x512, so a little less than a 2D 4k RT, but I can still get good looking results with a depth of 64, less than that and it gets rather ugly also worth mentioning that there is no reprojection and that I'm using a big far plane, not ideal

GPU are way more capable than we think if used properly.

How? 👀

Here's a nice presentation In my implementation I use a compute shader to calculate all the lighting, noise, etc into a 3D texture and a blit for the actual raymarching in CS weirdly it was way more intuitive and simpler than just the raymarching in WS

:o

Hi, have you applied temporal filter on the froxel?
