Volumetric Clouds

I know that only one directional light is supposed to cast shadows and that’s totally fine, but I need both the sun and moon light to have the PBSky properly simulated, especially at dawn/dusk.
And suddenly turning off the sun when the moon appears isn’t a good solution in this case.
So atleast make it pick the real “sun” (which is the shadow casting light) automatically.

I’d like to use both solutions together, but unfortunately they use inconsistent lighting.
The cloud layer has a very different and simplistic lighting model and obviously doesn’t match the lighting of the volumetric clouds, so it’s impossible to use both in combination.

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Btw it would be really helpful if some of the settings like cloud offset are available in the simple mode as well

Would be lovely to get some artist tuned samples for volumetric clouds too to get better impression what all we could achieve with this visually.

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I found some bugs in this version of volumetric clouds where they just seem to flicker a lot like the temporal accumulation is completely disabled and are hardly visible at all, also towards the end you can see it doesn’t really look natural how it fades into the fog when going below the ground plane

Thanks, please report the issue (Help > Report a Bug, in Unity), with a stripped-down version of the project (already looks like one). It might be hardware/driver-related as well, it’s not something we’ve experienced so far afaik.

I really don’t know how to reproduce this issue as I can’t figure out a particular reason or a way to reproduce it :frowning:
It is hit and miss kind of bug

You need a more correct basis and the problem gets a lot easier. Switching on a moon light when you switch off the sun light is wrong and is just creating unnecessary problems. Base it all on luminance. It’s a relatively small amount of additional work for a much improved outcome.

So you have body luminance, ambient luminance, and then DL’s are simply a thing that a dominant body gets in a specific luminance range. What you will end up with in a sun/moon scenario is a fairly large gap where there is no DL on at all. The ambient light will be dominant.

Directional lights are really an engine construct for performance reasons. So it’s easy to conflate things here that really shouldn’t be.

Not sure what you are referring to, but the entire rendering (and the ambient light ofc) of the PBSky depends on the directional lights as they are the only source of light (except the sky emission texture). So you cant just turn them off or arbitrary manipulate them, because it would just break the sky rendering in an unrealistic manner.

I did all of this, and still don’t see any clouds, only shadows from them on the ground.

Try increasing the far plane to something like 10km or 50 km

I’m sorry for mentioning other engines, but I’m really curious – if anyone has experience with both volumetric clouds in Unity & Unreal, how does unity’s VC perform?

If no one has experience with both, I’ll check it out soon when I got time

Last I checked Unreal’s cloud do look better at default settings(didn’t really know much as to how to customize them much, so can’t go much into details) but somehow the performance was much worse for me, Unity’s volumetric cloud does seem like a nice compromise between performance and quality, they look pretty good for in 90% of the situations(i.e, for when you are not above them or inside them) and if Unity provide a better shading and shadowing model in the future for those who need it, I don’t think there’s anything we are missing out on :slight_smile:




All this at around 190 FPS for me :wink:

It’s not helping, no clouds. What a hell?

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Could you share the settings for this, I haven’t been able to get something like this :frowning:

Hey guys, just in case, here are some tests I did several weeks ago, tuning the different presets and experimenting with the “Simple>Custom” mode.

And here’s a short video teaser showing the system in action, with the wind and cloud shadow interactions: HDRP_Volumetric_Clouds_Early_Preview_1080p.mp4 - Google Drive

The video is actually fairly out of date and only used an earlier implementation. Remember it’s only meant to be released with HDRP 12 (end of the year with Unity 2021.2), so there will be more improvements/fixes coming. For now, the system is tuned to work very efficiently.

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Are the volumetric clouds coming to URP at any point (for compute capable devices)?

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Well I’m still experimenting with this too and I’m slowly getting appealing results.
In case you just want to know how to author the textures, then read the related documentation.
https://github.com/Unity-Technologies/Graphics/blob/master/com.unity.render-pipelines.high-definition/Documentation~/Override-Volumetric-Clouds.md#cloud-map-and-cloud-lookup-table
I’m using substance designer to create them.
You can find the textures(just the LUT though) for the preset clouds in …“YourProjectName”\Library\PackageCache\com.unity.render-pipelines.high-definition@12.0.0\Runtime\RenderPipelineResources\Texture\VolumetricClouds

I noticed that the lighting (using the PBSky) of the clouds isn’t effected by the actual position of the sample points in world space, so I looked at the clouds shader code and found out that the lighting is always sampled at origin (0,0,0) and not where the clouds actually are.
Will this be fixed in a later version or atleast add an option for it?
Because I’d like to have proper physical lighting especially at higher cloud altitudes at dawn/dusk (it currently behaves like the earth is flat).

Another question;
Will there be some sort of point light support for the clouds, in case someone wants to simulate thunderstorms with lightning?

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The clouds only rely on the global ambient probe. There is no cloud-specific probe system at the moment.

No point light support for now, but that’s a feature I’d like to have.

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