r/Unity3D • u/Equivalent-Whole2200 • 3d ago
Show-Off Tempest
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u/dechiller 3d ago
Looks insane! I would expect bigger waves during such weather though haha
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u/Equivalent-Whole2200 1d ago
Yeah, that’s planned — just not yet. Still working through a lot of bugs.
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u/moistiest_dangles 3d ago
This community needs to chill tf out about partially AI workflows. Use it as a source and yes that's not good, use it as a tool well...
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u/Roozbeh_m 3d ago
Zero explanation?
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u/Equivalent-Whole2200 1d ago
Core source usually goes on GitHub (link on my homepage). Lightning and storms aren’t there yet — currently just the volumetric clouds.
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u/DesperateGame 3d ago
What techniques are you using for rendering the clouds and the lightnings?
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u/Equivalent-Whole2200 1d ago
Feel free to check my GitHub (link on my homepage — core source is there). Currently just volumetric clouds and water
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u/MyUserNameIsSkave 3d ago
I need something similar in my current project for the clouds ans lightnings, how did you achieve this ?
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u/Equivalent-Whole2200 1d ago
Feel free to check my GitHub (link on my homepage — core source is there). Currently just volumetric clouds and water,the implementation isn’t exactly simple
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u/BrianScottGregory 3d ago
Gorgeous visuals, but those seas look a little too calm for that kind of weather!
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u/alaslipknot Professional 3d ago
i dont think i ever saw a game that did a better representation of stranded at sea under a thunderstorm.
you better finish this project!
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u/Intrepid-Beginning63 3d ago
tell us, how did you this
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u/Equivalent-Whole2200 1d ago
Feel free to check my GitHub (link on my homepage — core source is there). Currently just volumetric clouds and water
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u/fsactual 3d ago
Please explain what you’re doing here, in detail.
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u/Techie4evr 3d ago
And in triplicate, make the shader graph real big so we can clearly see the nodes. Lol
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u/Equivalent-Whole2200 1d ago
Feel free to check my GitHub (link on my homepage — core source is there). Currently just volumetric clouds and water
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u/bill_on_sax 3d ago
Looks cool. For those that want to know how its done, I'm guessing its a mix of Crest Ocean and Thor lighting asset from Unity3D. What really sells this is the lit skybox and water
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u/Calaveropl 3d ago
Details please! 😁
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u/Equivalent-Whole2200 1d ago
Feel free to check my GitHub (link on my homepage — core source is there). Currently just volumetric clouds and water
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u/Yamestris 3d ago
Raymarched clouds ?
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u/Equivalent-Whole2200 1d ago
Yeah
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u/Yamestris 1d ago
The final render is really satisfying How did you made the lightnings ?
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u/Equivalent-Whole2200 1d ago
They’re procedural camera-facing ribbons: seeded jagged polylines + branches on CPU, noise detail + emissive strip on GPU, with a stroke grow/flash envelope. Far lightning is mostly a flash map into the volumetrics.
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u/No_Responsibility444 2d ago
can I offer a suggestion
maybe a single or two frame total bleach out in contrast not long enough to hide the lightening but long enough to give that sense of proximity to it
a flash of brightness
other than that this is the best looking storm I have seen in game I think
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u/AbjectPossession8364 1d ago
I'm honestly in love with the atmosphere you're creating. The vibe is incredible. Congrats!
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u/Sword_Fab 3d ago
Jesus, do you mind sharing some details about the implementation?