Just a small tech-demo.
The mist is based off of voxels, and uses particle emitters. The wisp can be used to “clear the mist” - by setting the transparency of the particles depending on the distance to the wisp - using inverse square law.
It was inspired by Valheim’s Mistlands:
It is also horribly unoptimized, I’m open to any ideas on how to optimise voxels.