My logic is this: if the spherical fog shader has a falloff, then it's a gradient. Gradient is a lerp function, right? Why can't we use some other function (noise) to modulate the falloff? You see?
it should be possible to do somthing for spherefog. let me try.
ps : you can show the code in material operator, by getting Pixelshader, relative code to fog here is marked by the "// tint " comment. Enable customCode to test your changes, it is how I debug shaders
repeat operation on each material you want to expose the effect. and use a 2nd texture slot (a second diffuse) only to bind the texture to the shader, and to use this second texture for the fog modulation. first diffuse will be the real diffuse texture.
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I got your point. Thanks. If you rotate camera, the fog texture is scrolling. Kinda cool effect, but normally, it should stay in place. And another problem - it's a 2d effect. Can it be 3d?
no it is only 2d. it affect only surfaces from camera direction. WIth a sphere we can't show the trick and we think that is a 3d volume, but with another shape we see that texture is scrolling.