Trying to figure out how I could use depth to have an gameobject obscured at distance and clear up close. That should give us a log of what happensSo put it in the editor folder but i never had a VCloudShaderGUI inside it.I'll add point light support in the next update. I had hoped there were some vector3s that I could reconstruct, but I can't seem to figure it out.Loving the look of the clouds. Made with Unity. The conversion from a 2D sprite sheet to a 3D texture is done using a compute shader that takes a sprite sheet and its metadata as input. Press question mark to learn the rest of the keyboard shortcutsCookies help us deliver our Services. I might be interested, send me a pm or a message via our site.This looks amazing. They could be rendered to a lower resolution texture as well.What kind of performance loss is there compared to billboard/non-volumetric shaders? (it doesn't shift at all when i move the headset)Hi, so from what I understand the GI shown on clouds aren't accurate to your procedural skybox if changed and in play mode right ?This is a wonderful asset, however I need to get the clouds to render on the XY plane as opposed to the XZ plane. Cloud Volume Rendering Using Raymarching in Unity - YouTube This looks sweet!Curious if you are practiced in the art of lighting volumetric clouds with directional light scattering functions (or faking it)? ... Posted by u/[deleted] 1 year ago. This has now been RELEASED! Find this & more VFX Shaders on the Unity Asset Store. In this tutorial, you will learn to create and adjust Volumetric Fog. if you have $4 buy this man gold.We spent a great deal of time trying out different techniques to achieve this, and we ended up with a pretty cool one we haven't seen used in any games so far (correct us if we're wrong! You should ask Eideren for the old version of Volumetric Clouds if you want something that has more of a "pure" Shader Forge setup.if i replace the material with a material based on a default unity unlit texture and put a texture in the texture slot, i get (what appears to be?) Volumetric Clouds. Could you point me in the right direction?I've been working to solve this problem myself in Unity. It's technically wrong, because if there's (say) a red section of cloud in front of a cube and a blue one behind, the cube will appear purple instead of red.
The scripts compile fine with the exception of one "Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported in Unity 5" error.That sounds cool, just bought the asset yesterday, and am excited to use it. A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate Do you have any examples of combining this with actual geometry? So you'll need some way to reconcile the two.Maybe you could cheat? But rendering the simple clouds i show at the bottom of the tutorial, with a render target of 80x60 px and 60 iterations in the shader - which is enough not notise any quality loss in full screen - takes about 0.257 ms of rendertime on the GPU of my laptop that has a GTX 770M.
Add depth to your project with Massive Clouds - Screen Space Volumetric Clouds asset from mewlist.
Also, shadows are at different offsets in the HTC Vive. But the rest of your game's geometry can't be rendered at 80x60px, because cubes and spheres and so on are supposed to have sharp edges. I've never managed to get it working, but this is the closest I ever got:It seems the depth buffer is written by the 'Standard' shader in a complex manner... and its The main problem I can see is that the OP's approach is fast enough to be usable because it only renders a tiny 80x60 texture and scales it up - people expect clouds to be blurry so the anitaliasing isn't jarring. I haven't really made any comparisons like that. Find this & more VFX options on the Unity Asset Store. But how does this play with other alpha textures, does it render on top, or are there are glaring issues?I'd like to note that if you're following the tutorial, set the camera to solid colour background.
This looks sweet!Curious if you are practiced in the art of lighting volumetric clouds with directional light scattering functions (or faking it)? kode80 Clouds is a realtime volumetric cloud rendering solution for Unity3D, offering fully dynamic, animated, 3D cloudscapes along with a custom editor for painting clouds directly into your scene. See the paper Nice soft clouds there! 1 month dear future me, it is i, past you. that texture rendered to the output.