A deep technical breakdown of how Counter-Strike 2's volumetric smoke grenades work, followed by a hands-on recreation attempt in Unity. Covers the full pipeline: voxelizing scene geometry using the separating axis theorem, animating smoke propagation with flood fill and easing functions, rendering with ray marching and Beer's Law transmittance, adding Worley noise for realistic edges (inspired by Horizon Zero Dawn's cloud rendering), and implementing bullet holes via signed distance functions. Also analyzes CS2's actual frame captures using Nvidia Nsight Graphics to confirm quarter-resolution rendering and voxel-based architecture. Performance tradeoffs and limitations of each approach are discussed throughout.

33m watch time

Sort: