I need some help from you math gurus out there. These sky scatter shader formulas were taken from a GDC conference and I'm not sure how to implement the math portion.
Namely the e^-(B.R+B.M)s.
B.R is Rayleigh scattering and B.M is Mie scattering.
I can compute B.R and B.M rather easily. They are a function of a constant and an angle. Essentially the constant changes as the angle changes as well as optical length and other factors.
Computing L(in) which is in-scattering, however, looks quite complex.
Computing F(ex) which is extinction also has the e raised to -(B.R+B.M)s. How do i represent this in code? Is it
Code:float value=exp(-(DoRayleigh())+(DoMie())*s);