Solid Cloud Object Shading (Like in Mario Galaxy 2)

I didn’t really know the appropriate place to put this question, but I wanted to see it there was a way in Unity3d to shade objects that were sculpted as clouds or a cloud scape. I was looking for a technique similar to the cloud shading in Mario Galaxy 2

and/or Skyworld in Super Smash Brothers Brawl. I was wondering how I cloud do this (and if to) if anyone could write one or link me to something similar. I have NO experience in programming shaders, but I do have experience in 3D modeling/rendering

Most of the game takes place in clouds, so a ton of particle clouds isn’t feasible, I’m modeling the clouds in blender using metaballs and sculpting them once converted into a mesh.

Thanks to anyone that can help me out!

Well, it doesn’t look that special. I’d say the only difference from a diffuse shader is that there seems to be some rimlight going on. But that’s it.

The darker shadowing at the bottom seems to be baked.

In the Unity3 documentation is an example of a surface shader which might look like what you are heading for(I guess Unity3 is required)

Shader "Example/Diffuse Wrapped" {
    Properties {
      _MainTex ("Texture", 2D) = "white" {}
    }
    SubShader {
      Tags { "RenderType" = "Opaque" }
      CGPROGRAM
      #pragma surface surf WrapLambert

      half4 LightingWrapLambert (SurfaceOutput s, half3 lightDir, half atten) {
          half NdotL = dot (s.Normal, lightDir);
          half diff = NdotL * 0.5 + 0.5;
          half4 c;
          c.rgb = s.Albedo * _LightColor0.rgb * (diff * atten * 2);
          c.a = s.Alpha;
          return c;
      }

      struct Input {
          float2 uv_MainTex;
      };
      sampler2D _MainTex;
      void surf (Input IN, inout SurfaceOutput o) {
          o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb;
      }
      ENDCG
    }
    Fallback "Diffuse"
  }

Yep it’s just diffuse lighting + rim light.

Ah, okay. I was having trouble making my clouds not look like ice or whatever. I was using the VertexLit, but i wanted to see if there was another way to do it, but I’ll have to find out how to do the rim light thing.