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?
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whats atmospheric shading? the blue glow around the earth in orbit? :)
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”.
Nice page :)