To be clear, I really do mean volumetric lighting; not only calculating which area is lit, but also realistically lighting the volume of "air" that the light hits on the way. Like this: I've tried ...
I've implemented a dynamic sky model (Preetham). I've got Rayleigh and Mie scattering working fine, but I'm not sure how to get the foggy effects in this Unity article Here is what I have so far: ...
I recently read an article about light indexed deferred rendering from here: http://code.google.com/p/lightindexed-deferredrender/ It explains its ideas in a clear way, but there was one point that ...