WIP
Overview#
- Volumetric rendering is cool!
- Implemented as a post processing effect using ray marching
- Rays march through a 3D noise texture and to light source, calculating light based on that density
- Approximating light scattering with Henyey Greenstein Phase Function

Editing Params#
- Noise 3D Texture
- Coverage falloff / power
- Scattering values
- Raymarch steps num
- Colour!

