godot-volumetric-clouds
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There is a certain threshold distance at which the clouds suddenly disappear. This can be observed when zooming far out in the editor. In-game, this is likely to never happen...
We could gain a lot of performance by rendering the clouds at e.g. half resolution. It's done in most of the other implementations I've seen. However, I have not found...
In some games, the in-engine camera position doesn't correspond to the perceived position (e.g. for large-scale worlds). For those applications, an optional offset to the marching starting point should be...
Objects with materials which have the "transparent" flag enabled are inconsistently either in front of or behind the clouds. It seems like they are not in the normal `DEPTH_TEXTURE` which...
A slight random offset to the raymarching rays already allows for a lower step_size than with a more simple raymarcher, but clouds look noisy with a low step_size. This could...
The clouds always look fine in the editor, but are sometimes all-white (seemingly very dense) when starting a game which has a CloudRenderer. Couldn't find any consistent way to reproduce...