Managed to do this pretty cool volumetric lighting. It’s very much based off of another technique developed made by @eleias1, so props to them. This is still in the works. His was the foundation, but I heavily edited the script and added other functionality. Take a look!
I want to mention that this one used high resolution fog, and it was very unoptimized. The framerate makes it speak for itself.
This one is much better in terms of performance, but there are plenty of artifacts for the eye to take in. I personally prefer this one because the game is actually playable.
All in all, this is a very nice way to make volumetric lighting and it’s free (totally saves $49.00)! I’ll totally be using this in my next showcase. My next goal is to try and find out how I can make this compatible with baked global illumination and to work on color correction due to the fogginess artifact. It’s worth mentioning that the quality lowers when screenshots are taken, because I used a (very simple) method that created a temporal-based motion blur, which stops functioning when frozen in time.
I’ll definitely update y’all more on this!!
(this is my first post, please support it!)