what happened to volumetric lighting / fog

According to this post, what’s on there is up to date as of today.

On the topic of volumetric lighting in particular though, looking over the GPU Gems entry on volumetric light scattering, it occurs to me that something similar to the method used there could be used to achieve non-screenspace light shaft bloom in UE4 using a post process material. Instead of drawing a ray from the light source screen position to a screen-space pixel position, you could obtain a normal by following along the directional light’s world position forward vector and cast it out from a dictated “frustum start” location (or range of locations in screen space) to any given screen space pixel. Then you could use the same method of checking for occlusive pixels along those rays, and additively sampling the scene along them, just as it’s done in the shader example provided. So the post process would still be illuminating screen-space pixels only, but it would be drawing the lines of illumination from world-space ray casts, without the need for the light source to be in the scene.

I could be totally wrong though, and it’d take me forever to try and sort out the actual math involved with this, but I’ll take a whack at it this evening.