Tag Archives: XNA fog deferred depth buffer light shadow

XNA: Adding fog to a LPP (or deferred) pipeline

Hi folks, After a long delay, here is one more gift for you: how to add fog to your scene. I will talk about global fog, although it can be easily extended to local fog volumes like spheres, cubes, etc. … Continue reading

Posted in XNA | Tagged , , , , | 39 Comments