Animating HDRP volumetric clouds to change weather

Hey, if you’re using a more recent version of Unity and HDRP, you will have access to all clouds settings directly from the preset. For instance, in the image below, I’m using Cloudy, yet I can edit all the curves and values that are used to generate the clouds (“Cloudy” will then become “Custom” once any of these properties are touched):

And because we now support curve blending, you can smoothly blend between multiple volumes, to create seamless weather transitions:

(these videos are fairly old already, we do have higher quality clouds out of the box now)

Then, to create a moving front and a darkening of the clouds, I can see 2 ways:

  1. Easy way: You have 2 global volumes (one for “clearer sky” and one for “darker sky” with overrides for Volumetric Clouds, Fog, Sky, etc.), and animate their Weight value using Timeline or Script. However, all these effects are camera-based, and therefore the lighting/fog/clouds will change everywhere identically wherever you look. You won’t have a “localized weather front”, but it’ll be very quick for you to iterate with our curve-based preset system.

  2. Hard way: You can use the “Manual” mode for the clouds, to feed your own cloud map and LUT:

You can have a look at [this post ]( Volumetric Clouds page-11#post-7666078)to understand how the cloud map and LUT interact with each other. However, it’s a more manual process, that requires a lot of back and forth between Unity and Photoshop for instance. But it’ll let you create very specific types of clouds and you can place them exactly where you want by painting these 2 textures (and then have the whole map moving in the direction you please by using the wind settings), with the addition of moving local volumetric fog if needed.

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