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Question by sewy · Sep 25, 2019 at 05:22 PM · shadergraphicsmathpost processingfog

PostProcess shader - Generate plane perpendicular to World XZ

I am trying to simulate uneven density in screen space fog (post process). In fragment shader, I would like to generate flat UV coordinates for density mask, which should be perpendicular to the world XZ plane - something like the floor.

Any idea? alt text

upload-2019-9-17-17-42-9.png (145.4 kB)
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