GPU atmosphertic scattering and planet generation in Unity 3D
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Updated
Dec 18, 2021 - C#
GPU atmosphertic scattering and planet generation in Unity 3D
Implementation of Raymarched Volumetric Fog in Unity's Universal Render Pipeline
Implementation of an atmospheric scattering example found on ShaderToy, ported to URP and made to work with baked optical depth. Inspired by Sebastian Lague's series on Atmospheric Rendering
An improvement to scrawk's Unity port of Eric Bruneton's improved atmospheric scattering
Make procedural voxel planets in unity
A project where I try to implement realistic atmospheric scattering.
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