How come at least heavy smoke in games isn't given some sort of shadow map on the ground? I understand the problem with shadow mapping soft particles, but at least with heavy smoke couldn't the effect be approximated reasonably? It's something I've noticed alot lately. If their is dense smoke between me and the sun, I'd expect to be covered in darkness. I also understand the implications of creating this effect as smoke is created and diffuses into the "virtual air" where the shadow must soften up most considerably yet smoothly, however I'd like to hear from more experienced people on this subject. I'd greatly appreciate any feed back.