Lots of params to tune to make a good variety of effects, but should be easy to drop in to projects since it's a standalone screen-space post-processing effect
Working on my #volumetric shader for #threejs in #webgl which now can make some pretty cool looking clouds. All derived from sampling a 64x64x64 3D white noise texture
It's not actually doing any lighting currently; the color is derived solely from density
Perf is OK but needs a bit of improvement; I have some ideas for that
I've cobbled together bits of like 3 different Shadertoy demos and have some semi-decent-looking, light-responsive, volumetric fog rendering in #threejs
Lots of cool tricks involved to get it running anywhere near performantly