By the by volumetric fog and volumetric lighting are interchangeable terms referring to the exact same thing. Seeing sunbeams streaming through an open window is an example of volumetric lighting also known as crepuscular rays.
Volumetric fog is a visual effect that renders realistic looking fog as shown in a picture above.
What is volumetric fog. Unified compute shader based solution to atmospheric scattering bart wronski at siggraph 2014 link. To use the word volumetric to describe fog is redundant. Volumetric fog uses a heavy temporal reprojection filter with a different sub voxel jitter per frame to smooth out the aliasing.
The thing is volumetric lighting can be used to create a foggy look. The particles in suspension is what is blocking the light and the fog color is nothing more then the particles color. Volumetric fog is the most advanced implementation of fog available in the high definition render pipeline hdrp.
The presented technique is based on two presentations. The more there is particles per area of space the less you can see through the fog. To disable the contribution of these lights set volumetric scattering intensity to 0.
Doesn t mean it s all it s good for. As a side effect fast changing lights like flashlights and muzzle flashes leave lighting trails. It allows the viewer to see beams of light shining through the environment.
Effectively the fog intensity or the number of particles visible is a function of the fog volume depth. Volumetric lighting also known as god rays is a technique used in 3d computer graphics to add lighting effects to a rendered scene. The visual appearance of fog is due to particles in suspension and those particles occupy a volume in space.
The more dense the particle distribution i e. The term seems to have been introduced from cinematography and is now widely applied to 3d modelling and rendering especially in the field of 3d gaming. If the particles are red you see red fog.
Volumetric fog is essentially an offshoot of this technique creating dense fog in a scene which when combined with volumetric lighting can lead to deeply atmospheric visuals. It realistically simulates the interaction of lights with fog which allows for physically plausible rendering of glow and crepuscular rays which are beams of light that stream through gaps in objects like clouds and trees from a central point like a god ray from. The thicker the fog volume is the less you can see more particles in the way.