Implement volumetric fog/haze rendering for atmospheric depth and light scattering effects. ## Tasks - [ ] Implement a froxel-based volumetric fog system (3D texture frustum voxelization) - [ ] Compute light scattering through fog volumes (directional + point light contribution) - [ ] Apply fog as a post-geometry composite pass (ray-march or lookup) - [ ] Support distance-based and height-based fog falloff - [ ] Add fog density, color, and scattering parameters to a volume component or global setting - [ ] Editor UI for fog parameters in the Render panel
Implement volumetric fog/haze rendering for atmospheric depth and light scattering effects.
Tasks