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Advanced Volumetric Fog with Ray Tracing (UE4, valid for UE5)

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This video is quite heavy to follow, but I go through several important topics, while building this fog. We briefly look at the characteristics of the depth pass, we see how to build and apply a weighted average, what's the basic idea behind the ray casting and acquire some knowledge about texture filtering and many more things. As always I'm more than open to feedbacks and to discuss ideas in the comment section. Join the Discord:

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