I'm using Unity at the moment and really want to implement atmospheric shading, which Unity doesn't have natively as a feature. What would be the general shader logic to produce atm. shading?
Coding an atmospheric shader
Started by Gnarlyman, May 20 2012 07:01 PM
4 replies to this topic
#1
Posted 20 May 2012 - 07:01 PM
#2
Posted 20 May 2012 - 08:03 PM
whats atmospheric shading? the blue glow around the earth in orbit?
(please explain)
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.
#4
Posted 23 May 2012 - 01:30 AM
Ah...hot stuff Stainless. Thanks, I'll be using that code.
I guess the main thing is that I'm searching/studying the "little things" that make AAA-game lighting and textures the stuff that they are. I realize that excellent textures and bumpmaps are created by top pros, and that some really busy shaders are there, but there's always that "look" to a AAA (softer lighting, a pleasant atmospheric glow, particles wafting through the air, textures that look...just, better...etc.). I'm curious as to what the exact things are that make "that look", well, "that look".
I guess the main thing is that I'm searching/studying the "little things" that make AAA-game lighting and textures the stuff that they are. I realize that excellent textures and bumpmaps are created by top pros, and that some really busy shaders are there, but there's always that "look" to a AAA (softer lighting, a pleasant atmospheric glow, particles wafting through the air, textures that look...just, better...etc.). I'm curious as to what the exact things are that make "that look", well, "that look".
#5
Posted 06 June 2012 - 03:04 PM
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