Volumetric Clouds in Unity + Time of Day lighting


Making a Volumetric Cloud Shader in Unity.

You can read a more detailed write-up of this approach at my Patreon:

If you’d like access to the source files (shaders and Unity Project) that you can freely use in your own games, please consider supporting me on PATREON –

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I’m using Amplify Shader Editor to put together these shaders. You can find out more about it here:


Nguồn: https://nhagiagoc.org/

Xem thêm bài viết khác: https://nhagiagoc.org/game/

26 thoughts on “Volumetric Clouds in Unity + Time of Day lighting

  1. Great video on the grass! Any idea on how to create volumetric clouds like this example here where I/my character can navigate into without using assets ? https://youtu.be/h1PalyWp5zY

  2. Just started making games in Unity, been learning really fast but now I see that ive been very arrogant and overconfident because I have absolutely no idea what is going on is this video and now im leaving, goodbye smart people.

  3. this is great! amazed at how fast you went through this without me getting lost for a second. I'm looking forward to more videos from you 😀

  4. The results are cool, but I was simply unable to recreate anything past the 2:20 mark. You seem to skip a lot of parts halvway through the video (I did check out you "Subsurface Scattering for Foliage, in Unity (WITHOUT RAYTRACING!)
    " video as you recommended), and it became impossible to follow what you where doing at that point. Consider slowing down and explaining in detail what it is you are doing in future videos.

  5. This is actually a very creative way to do a fairly cheap version of volumetric cloud rendering ( at least when compared to the traditional ray-marching method ). Kudos for the ingenuity!

  6. Could you please describe a method of making them flying through? You said on twitter that it need vertical quads, but how do I need to sample noise texture with a vertical quad?

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