Volumetric lighting: Difference between revisions
Jump to navigation
Jump to search

mNo edit summary |
m (→Support) |
||
| Line 11: | Line 11: | ||
|} | |} | ||
==Support== | ==Native Support== | ||
==={{src|4}}=== | ==={{src|4}}=== | ||
| Line 40: | Line 40: | ||
| {{cs2|4}} || YES | | {{cs2|4}} || YES | ||
|} | |} | ||
== See also == | == See also == | ||
*[[Env volumetric fog volume]] | *[[Env volumetric fog volume]] | ||
Revision as of 10:09, 16 January 2024
Volumetric lighting, also known shorthand as "God rays", is a lighting technique meant to simulate light bouncing off fog or dust particles in the air, such as a warehouse or foggy beach. It makes the player see beams of light shining from the sun or other light sources. Currently, the only
Valve-made software running on
Source that supports Volumetric Lighting is
Source Filmmaker, however some third-party engines incorporate volumetric lighting into env_projectedtexture. If the game you are making maps for doesn't support volumetric lighting, you can use some workarounds seen here.
Most versions of
Source 2 have support for Volumetric lighting by default
Media
Todo: alien swarm deferred
|
Todo: hl alyx
|
Native Support
Source
Source 2
| Game | Supports |
|---|---|
| YES | |
| YES |