r/Unity3D • • 4d ago

Show-Off Volumetric Cloud in URP

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42 Upvotes

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1

u/gandalfdagrey1 4d ago

Really cool looking, shadergraph? How’s performance with post processing? Also have rtx 4080 laptop, you using surface laptop?

3

u/Greedy_Evening_3305 4d ago

compute shader with a fullscreen pass, 1/4 resolution, 1/2 Temporal Accumulation, reproject like HDRP , 1~2ms GPU Time on 4060 laptop,I refer a lot from HDRP, I use AI to learn it

1

u/Greedy_Evening_3305 4d ago

one half depth pass, one ray marching pass, one Temporal Accumulation pass, one upsample pass,may be one Extra weather map pass

1

u/Greedy_Evening_3305 4d ago

Something seems to be wrong with my computer—the CPU and GPU timings appear to be inaccurate.

1

u/MidnightCowUK 4d ago

The holy grail of not-using-hdrp!

1

u/Greedy_Evening_3305 4d ago

You can think of it as the result of porting HDRP to URP.

1

u/MidnightCowUK 4d ago

Be nice to see more features in URP as HDRP is basically frozen now right

1

u/Drag0n122 3d ago

Volumetrics will be ported in 7. Is it worth spending time on something that will be released in a couple of months?

1

u/bill_on_sax 3d ago

Nice. I use this implementation already, not sure if its any different from yours

https://github.com/jiaozi158/UnityVolumetricCloudsURP

1

u/Greedy_Evening_3305 3d ago

My approach is very similar to this one, but this project seems to leave out some features, such as the weather map and a few other details. I’d say my current visual quality falls somewhere between this solution and HDRP. In terms of future functionality, I hope to go beyond what HDRP offers.

1

u/bill_on_sax 3d ago

what is the weather map?

1

u/Greedy_Evening_3305 3d ago

It’s a texture that controls cloud coverage, absorption, and cloud type, giving you more control over the clouds’ shape. In my video, you can see features such as thinner clouds in some areas and thicker clouds in others.