Your thoughts on and comments to Volume Rendering in Unreal Engine 4.

For Plane equation just store distance from origo and normal. Then you can test which side of plane point bit cheaper. Also prenormalize vector at cpu. Then it’s just: dot(normal, point) < distance. Very cheap. You also can get away with “use cutting plane” branch by using zero vector as plane normal. You can also premultiply color and alpha.