Challenges with Realistic Volumetric Cloud in Unity (HLSL Shader)

Hey everyone,

I’m working on creating realistic volumetric clouds in Unity and have been facing issues with achieving the desired visual effect. I’ve been trying to follow a few tutorials, and read some articles, and theses but still cannot achieve even decent results. I am using raymarching. I tried with 3d texture but it was a very weird result. I tried with Value Noise, but I got a very bad optimized result.

My request is if you can give me examples that helped you, examples, tutorials, etc. that helped you or even an explanation would be amazing. Thank you!

Regards :))