Clouds and Video
Finally, after around 3 months of hacking away late at nights, throwing up my hands in frustration and throwing away the first 3 implementations, I've finally made the volumetric cloud + atmosphere shader that I've dreamt about ever since starting this project. The shader uses raymarching to render a volumetric noise field, and a rayleigh and mie scattering simulation to provide the lighting. Everything is unified - the atmosphere, clouds and planet lighting - so reddening sun at sunset will light the terrain as well as the clouds, clouds cast shadows on objects flying beneath them, the atmosphere and clouds also render into the ambient cube-maps, meaning they reflect on objects and on water too! Every planet has unique procedurally-generated cloud and atmosphere properties such as particulate density which impacts scattering, climate maps to designate where clouds are and which type. The clouds themselves have programmable features such as height ranges, wat...