Now there is another particle system consisting of sprites that have a fog texture/material applied to them, however there is also an environment fog pass shader in the scene to add just that bit more overall.
I also decided to add a strong light to simulate the sun shining through the fog, which lead to some really cool crepsecular (god ray) effects.
All passes rendered together.
The environment fog pass.
The ground model pass.
The rain pass (including IBL background for refractions)
The sprite fog pass.





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