So, the folks over at reddit suggested me to try this here, so here we go :wink: Do the programming folks among you know of any papers that shed some light on how CIG does their lit fog? (And possibly a good general read that gives me an idea on how to utilize compute shaders too, if you have.) I've done a bit of graphics programming including Deferred Shading, BRDFs, SSR, refraction, all kinds of post processing, and the likes. I also messed with some weird fog ideas myself (basically just using triplanar projection of noise textures into the G-Buffer). But I have not attempted any decent "volumetric" fog yet and I would love to actually mess with compute shades for once. Certainly their tech goes beyond just shaders though. Also, did CIG publish any papers/talks on their tech yet generally? Do they plan to do so at some stage, possibly in a complete/collected fashion? Original reddit post here: https://www.reddit.com/r/starcitizen/comments/6qrsts/papers_on_the_lit_fog_tech_from_atv_lighting_the/