Recently, I have been looking for techniques to make volumetric fog on some Y position level of the game world. But all I have found are some fog made by using particle system or built-in engine fog that doesn't really fit what I'm looking for.
In my case, I need a fog that is both efficient and dense. It should be all over the gameworld, but obviously, for performance reasons, it can be rendered only as a part of a camera or shader and look like it's moving though it's just an illusion. I could set a particle system if it's the best choice, attach it to the camera and make it move.
So the main question still stays - how can I implement a volumetric fog that is both dense and performs efficiently?
As a particular engine I'm using, it's Unity.
As an example what I mean, here is the link to a game with the effect I'm looking for: Astromike
Answer
I'm the creator of Astromike. :)
Actually, I'm using a pretty simple trick to make it look like fog. I'm developing Astromike using Unity, so if you use Unity, you can do the same. But I assume you can also recreate the same shader for other engines.
What I do is, I set up a plane for the fog, and add a material with Particle / Alpha Blended with a Soft Particle Factor (0.32 in my case) shader on. That's it.
Fog plane: http://imgur.com/a/MAEFW
Settings: http://imgur.com/NJVAaIQ
It works for me due to the camera angle and might not work for other people.
The rest is just post-effect stack ( Bloom, Vignette, etc.. ) Hope this helps. Cheers.
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