893430a2c71ec4b5ae1d16decb9a6036b89f6432
This adds the approximation of phase function convolution of the distant lighting captured inside probe volumes. This is based on a publication at siggraph from Bartlomiej Wronsky "Volumetric Fog: Unified compute shader based solution to atmospheric scattering" Implementation is quite straightforward. However this isn't as good as one can expect as there isn't self shadowing from the volume themself, so the lighting is still quite flat. To fix this, we have to add support for volumetrics inside probe volumes baking. But this approach would still be static so a more general solution is still to be found for dynamic volumes like smoke simulations. Pull Request: https://projects.blender.org/blender/blender/pulls/119479
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