Showcasing my new volumetric cloud system for Unity.
It is a mix between using particles to render the clouds and ray marching for lighting and scattering masking (god rays). These clouds cover the world infinitely and can render at huge distances. They also cast dynamic shadows onto the world, which are projected and ray marched, resulting in god rays. By rendering at a lower resolution and doing depth-aware upscaling performance can be kept high while still having a high particle count.
This system has be
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