adding clouds to fake volumetric effect in scriptable render feature

This is the first render feature I have attempted working with - following the tutorial "
Volumetric Light Scattering as a Custom Renderer Feature in URP" by written by Ignacio del Barrio. Big thanks to him for putting this together.

The tutorial shows a process of creating a pass that renders the skybox as usual and then renders the opaque objects on top of that as solid black objects, before performing a radial blur on the result.

Well, this all looks great and I really like the result, but I would like to add the clouds in the skybox into the mask pass along with all of the opaque so that the light scattering would be affected by the clouds.

I can write the shader that would give me the skybox with black clouds - I can picture it in my mind - I just don’t know how to put it all together. How I could mix that back into the result.

Appreciate the help.

Cheers,

Andrew

Just thinking about it, I should be able to replace the skybox shader with one that renders black clouds.

I’ve set up a replacement material for the skybox, now just need to figure out how to set it once

//RenderSettings.skybox = cloudOccluder;

context.DrawSkybox(camera);

//RenderSettings.skybox = defaultSkybox;