Another Harry banger! you deserve more support, keep up the good work 🙏🙏
@GreenDave113Күн бұрын
Amazing video! I already knew most since I made my own volumetric fog effect in my engine, but I didn't know how to get rid of the banding. The random ray offset trick blew my mind. You explained and showed the concepts perfectly, please make more videos like this!
@TechnicallyHarryКүн бұрын
I'm really glad to hear this helped and the concepts were clear enough 😅 thanks for watching and for the kind words ✨
@mhx4453Күн бұрын
Hi Harry! It's great to see your new video released! May I ask if you're currently more focused on URP? What about BIRP?
@TechnicallyHarryКүн бұрын
As URP reached feature parity (surface shaders excluded) and added some pretty cool stuff regarding renderer features and the render graph API, I've started using it more and more; some stuff covered in this video would also be kind of tedious in BIRP or need weird workarounds
@kerimmandac78443 сағат бұрын
Hey Harry. Thanks for that great tutorial. Any tips for adding additional lights like street lamps, flaslights ?
@TechnicallyHarry2 сағат бұрын
@@kerimmandac7844 thanks! It's actually quite straightforward with this setup but I omitted it from the video for the sake of simplicity; if you take a look at how the lit shader handles punctual lights, you'll see there's a loop you can add inside the raymarching loop that iterates over the visible lights and you can access them and their shadows pretty much like with the directional light!
@kerimmandac7844Сағат бұрын
@@TechnicallyHarry I will give it a shot. Thanks for replying. And also im gonna try to do not apply to the near of the camera for a radius.
@kerimmandac7844Сағат бұрын
@@TechnicallyHarry Another question. Can i apply this fog to the a spesific area ? Like with a box ? Not to the whole scene.