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Coding Adventure: Clouds

Duration: 12:50Views: 1MLikes: 57.1KDate Created: Oct, 2019

Channel: Sebastian Lague

Category: Education

Tags: shaderprocedural generationflight simulatorsimulationrenderinggraphicscloudsprogramming

Description: Clouds are lovely and fluffy and rather difficult to make. In this video I attempt to create clouds from code in the Unity game engine. Project source (Unity, HLSL, C#) is now out of early access: github.com/SebLague/Clouds If you'd like to support the creation of more videos like this, please consider becoming a patron: patreon.com/SebastianLague Learning Resources: killzone.dl.playstation.net/killzone/horizonzerodawn/presentations/Siggraph15_Schneider_Real-Time_Volumetric_Cloudscapes_of_Horizon_Zero_Dawn.pdf diva-portal.org/smash/get/diva2:1223894/FULLTEXT01.pdf patapom.com/topics/Revision2013/Revision%202013%20-%20Real-time%20Volumetric%20Rendering%20Course%20Notes.pdf gamedev.net/forums/topic/680832-horizonzero-dawn-cloud-system Assets: Mouse flight: github.com/brihernandez/MouseFlight Plane model: turbosquid.com/FullPreview/Index.cfm/ID/1041070 Music: "Hypnothis" and "The Show Must Be Go" by Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License creativecommons.org/licenses/by/3.0 Notes: I made a mistake at 2:12 in saying that the closest point is guaranteed to be inside the adjacent cells, it’s possible to get arrangements where the nearest point is two cells away orthogonally. This doesn’t seem to occur much as I never noticed any discontinuities in the result, but worth knowing. Chapters: 0:00 Intro 0:56 Worley Noise 3:12 Image Effects 3:50 Raytracing... a Box! 5:14 Raymarching Cloud-ish Shapes 7:10 Light Scattering Theory 8:26 Mishap Montage 9:22 Final Code 9:44 Cloud Editor 11:31 Final Demo: Flying Through the Clouds

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