Hi guys, Im attempting to do a Global Illumination like technique (not really Global Illumination, but something I wanted to try out)
Method
Problem
Yet not being a shader genius but with intermediate knowledge, I'm not sure where to start. I believe what I'm supposed to do is if a normal or vertex has an attenuation or intensity more than 0.01 (or a controllable value) create a ray and perform a ray march from that point and until it hits another normal, subtract the scattering intensity by 0.1 (or a controllable variable) until it becomes 0.
However, using a pixel shader Im not sure how to convert all of that meat generated thoughts into code.
EDIT:
I should note in unity3d, you cannot access shadow maps