Although there is a fun little thing about light beams, where their starting part is just a cone mesh with raymarching inside, and the ending part is fully froxels. Not sure if anyone tried it, but it's a trade-off between having sharp shape near the source and proper alphablended object fogging
I feel that it sounds right since you probably need sharpness close to the light and softness faraway.
Make me think about the contact shadows mixed with shadow maps (depthmaps) … none of them can achieve the full expected range alone.
Comments
Make me think about the contact shadows mixed with shadow maps (depthmaps) … none of them can achieve the full expected range alone.