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Improved transmission with an integral over slice depth - behaves nic…
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Assets/VolumetricFog
@@ -455,7 +455,7 @@ public class VolumetricFog : MonoBehaviour
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// Compensate for more light and density being injected in per world space meter when near and far are closer.
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// TODO: Not quite correct yet.
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float depthCompensation = (farClip - nearClip) * 0.01f;
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m_InjectLightingAndDensity.SetFloat("_Density", m_GlobalDensityMult * 0.001f * depthCompensation);
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m_InjectLightingAndDensity.SetFloat("_Density", m_GlobalDensityMult * 0.128f * depthCompensation);
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m_InjectLightingAndDensity.SetFloat("_Intensity", m_GlobalIntensityMult);
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m_InjectLightingAndDensity.SetFloat("_Anisotropy", m_Anisotropy);
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m_InjectLightingAndDensity.SetTexture(kernel, "_VolumeInject", m_VolumeInject);
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