buto volumetric fog for Unity - release 2.3.0
Get Buto: https://bit.ly/ButoVolumetricLightingAndFog
Change Log
2.3.0
New Assets
Added 24 more volumetric noise textures
Improvements
Added Lacunarity and Gain parameters. These parameters give you better control over the final look of the volumetric noise.
Adjusted the fog sampling algorithm so that we sample through the fog volume more evenly, giving less noisy results for most use cases.
Bug Fixes
Fixed an issue causing some material parameters to be reset when exiting and re-launching Unity.
Fixed an issue causing the fog to sample the Color Ramp map as if the fog were further away than it actually was. Color Ramp functionality will operate more consistently now.
2.2.0
New Assets
Added 5 more volumetric noise textures (2 higher resolution perlin noise textures, 3 worley noise textures.
Improvements
Added a Horizon Shadowing option, which realistically causes fog to become shadowed when the main light falls below the planet's horizon line. Increases performance cost.
Removed the maximum limit on Volumetric Fog Distance.
Added an option to completely disable Analytic Fog, renamed Non Volumetric Fog to Analytic Fog, and removed the maximum limit on Analytic Fog Distance.
Added an option to enable Self-Shadowing Volumetrics. Self-Shadowing causes light to be attenuated as it moves through a volume of non-zero density, resulting in shadowing on the far side of the volume. Computationally expensive, especially when paired with Octaves.
Added an option (Octaves) to increase the quality of the volumetric noise by resampling the noise texture over progressively smaller domains. Computationally expensive.
Adjusted the Noise Intensity Min/Max slider to a Noise Intensity Mapping Slider. Previously, this slider basically only allowed you to increase the range of intensity values in the scene. Now, this slider allows you to clip values outside of the mapping to create more sharply defined noise.
Adjusted the calculation method applied to fog density when supplied to the Analytic Fog. Analytic Fog should now be more coherent with the Volumetric Fog under a wider variety of circumstances.
Bug Fixes
Adjusted the calculation method used to to construct the final noise values out of the input noise textures. Final noise values will now correctly occupy a [0, 1] range, which improves quality of final rendering.
Adjusted the Wind Velocity calculations so that it operates consistently regardless of the Noise Tiling Domain setting. In other words, changing the Noise Tiling Domain will no longer also indirectly affect the apparent wind velocity.
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