CloudSkybox is an extention for Unity's default procedural skybox shader that draws clouds with a volumetric rendering technique.
- Unity 5.3 or later
- A GPU which supports SM 3.0
Skybox shader with volumetric clouds
License: MIT License
Hello Keijiro.
I keep coming back to this awesome implementation for a skybox. Have you any pointers for improving performance. Its been some years so I assume there are many techniques now that might help.
Hi! Keijiro.
I have question about how to manage Perlin.asset and Worley.asset, and how to change skybox's material. I never see any code to load Perlin.asset and Worley.asset, and change skyobx' reference code. How did you do it?
Hi Keijiro,
First of all this is really awesome works man.
and yeah i know that this version are prototype and you will improve it again in the future, so i just want to request some feature that maybe you can added in the future.
Mostly it would be cool if we can adapt the guerilla games volumetric rendering tech into this cloud
The sky and the clouds are appearing dark to me as you can see in the pictures below. I have applied some post processing parameters but even when I turn them off the sky and clouds are darker than the picture that is in the description of this GitHub project.
Unity version 2018.3.2f1
UPDATE: I managed to fix the problem by changing the parameters "Scattering Coeff" and "Extinction Coeff".
Hi!
Your code is great, very clean. I was working on a clouds shader for some days now but just as it was almost ready I found this. I found here some things I was missing in my version, thanks for sharing this.
There is a small bug in your code. You are using the BeerPowder in a wrong way, it should be used for clouds pointing away from the sun. Now the BeerPowder makes a ugly black silhouettes around clouds that occlude sun. The second thing is the light loop. I could tune it fine with just <10 steps and without the random noise. I thinks the light steps should be much smaller.
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