I like it when I start using my own notes/blog posts/tutorials as a reference, because it's a good sign that I took both
A. good notes and
B. the necessary notes
Particles are sampling colour from nearby emissives.
The fog can pick this up, too. Things like neon signs with baked indirect lighting will glow and illuminate airborne particulates (fog/mist/smoke).
Post-processing bloom is sometimes used to simulate this effect, but this won't work when emissive go offscreen, and isn't truly 3D.
Another interesting note- it should be possible to create volumes with baked lighting data (into 3D textures) then sample that for really fast, [pre-calculated] lit fog.
#unity3d #gamedev #realtimevfx
furries accidentally creating insane accessibility hardware for gaming by interpreting brainwaves into control inputs but ONLY using it to have more realistic ear movements in VRC is actually so funny 😭💙