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// We consider it to be constant along the interval [t0, t1] (within the voxel). |
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// TODO: piecewise linear. |
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float3 scattering = _GlobalFog_Scattering; |
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float extinction = _GlobalFog_Extinction; |
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float extinction = max(_GlobalFog_Extinction, FLT_MIN); // Avoid NaNs |
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float asymmetry = _GlobalFog_Asymmetry; |
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// TODO: define a function ComputeGlobalFogCoefficients(float3 centerWS), |
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