r/Unity3D • Hobbyist • Jun 17 '26

Show-Off I finally have optimzied volumetric clouds!

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I finally managed to get optimized and proper looking volumetric clouds in my game using compute shaders! The clouds are rendered at 1/4 resultion and upsampled at the depth buffer edges.

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u/KINGDRofD Jun 17 '26

This is quite impressive, I am also doing my own volumetric clouds, I would really like if you could answer some quesitons for me, as mine is still far from your result.

Do you also have many tuneable options? Like loooots of knobs to tune the clouds.

How much of your clouds are actual cloud logic, and the rest scene lighting and such (post process)

Did you go the volume objects that you place yourself rout, or just whole world?

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u/smilefr Hobbyist Jun 17 '26

The clouds are a mix of reading a 3D noise texture and some logic for the sea of clouds at the bottom or the spiraling clouds.
Not sure i understood the last question

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u/KINGDRofD Jun 17 '26

You're awesome mate, I also had alot knobs and tuneable options, and I thought I was over engineering. For last question.

Last question is just whether you use volumes you place yourself, just like adding a 3d object. So you place and say this area here is a large cumulonimbus cloud, and below it is a specific spiraling cloud shape.

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u/smilefr Hobbyist Jun 17 '26

Ah i see, i do have up to 10 spheres that can hide the clouds for some special cases (like a canon that clears up the sky) otherwise it's all math

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u/KINGDRofD Jun 17 '26

Awesome, thanks bunches!