haxflying / CloudsDemo

A small demo for volumetric clouds, SDF mesh and noise based ocean

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Demo Video

version alpha:

  • A small demo for volumetric clouds, SDF mesh and noise based ocean
  • Terrain: Houdini heighfield for heightMap, Substance designer for Texture, and Custom Shader for final result
  • Clouds: Precomputed 3D woley noise and 2D cloud texture for base Shape, raytracing + downsampling + TAA for rendering
  • Mesh SDF: Mesh made with Maya, sampled to SDF 3D texture and combined with 3D noise, write depth first then render with drawmesh
  • Ocean: base noise algorithm from TDM shadertoy, added atmosphere scattering of sky for refelct
  • GlobalFog: effect ocean by add ray plane intersection when generate worldpos from depth map, some tricky calculate for sun fade and horizontal fog

UBW version:

  • Added Godrays with TAA + bilateralBlur + TAA for over 8x downsample denoise
  • Added Custom clouds shadow by store shadowmap at godray texture's alpha channel
  • Added bilateralBlur for clouds denoise
  • contruct custom clouds depth info which stored at alpha channel and gear depth for intersection with gears and clouds
  • replace Sunlut with fast atmosphere scattering compute for current suncolor
  • added voronoi variation tilling for terrain
  • integrated clouds and godrays effect into postprocessing pakage

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A small demo for volumetric clouds, SDF mesh and noise based ocean


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Language:C# 86.6%Language:GLSL 7.7%Language:ShaderLab 4.9%Language:HLSL 0.7%