I found this:
https://www.shadertoy.com/view/lljGDt
which seems to be the best of a 10-15 min search.
Other stuff I found (and there's tons):
https://lesterbanks.com/2016/11/underwater-light-rays-volumetrics-c4d/
Also, here's an article with some background on caustics, which may or may not
help trigger some ideas for faking/approximating a faster way.
https://developer.nvidia.com/gpugems/gpugems/part-i-natural-effects/chapter-2-rendering-water-caustics
It also provides search keywords "crepuscular rays" and "God's rays".
https://www.shadertoy.com/view/llXfRs
https://www.shadertoy.com/view/Xtcfzj
https://www.shadertoy.com/view/lldcDf
https://github.com/miloyip/light2d
http://web.archive.org/web/20221207134737/https://www.genericgamedev.com/effects/localised-crepuscular-rays/
https://developer.nvidia.com/gpugems/gpugems3/part-ii-light-and-shadows/chapter-13-volumetric-light-scattering-post-pro
cess
https://github.com/Erkaman/glsl-godrays
https://fabiensanglard.net/lightScattering/
https://www.ventuz.com/support/help/V4_05/HowTo/HowToCreateGodRayShader.html
The following seems to imply (to me) that a simple convolution kernel might be
able to achieve the effect:
https://web.archive.org/web/20210503152629/https://anderskruger.com/opengl-god-rays/
- BW
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