I’ve built a volumetric fog shader that I would like to share with you all.
It renders 3d noise colored by up to 5 lights. It needs a render and depth TOP as
input. (see also example).
It uses a raymarch technique to determine the fog density.
Darn, this one seems to be not working after TD2021.15800. Either the depth.top (appears pure white) or the GLSL itself seems to be the issue, I am not sure. No error in network, but output is just pixel noise.
Thanks for mentioning! Turned out the new versions (vulkan) didn’t like the way the light matrices were send to the shader. I’ve updated it a bit so that it uses a chop to read from instead. This seems to work in 2022.29850.