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Saw a few others doing cloud shaders last week, so I might as well join in! Really happy with how this turned out. ☁️🌥️☁️ (See thread for #shadergraph + info) #unity3D #madewithunity #shaders
This is actually a fairly simple effect - It's a few Noise nodes with different scales & time offsets stacked onto each other, which are used to offset the Y vertex position of a plane. Also has a depth effect so it fades based on scene objects. Here's the #shadergraph
Note that there are some issues with this in the current LWRP version. In order to fix these I had to edit the code generated by the Master node - (right click the Master node and Show Generated Code. Then copy the file from the Temp folder into your Assets)
The first issue: When using transparency it doesn't know what faces of the mesh to render on top if multiple overlap, unless it writes to the depth buffer. Shadergraph has no way to set this, so we need to edit the code near the top, changing the "ZWrite" to "On".
(That said I think you can solve that issue with a LWRP Custom Forward Renderer too, but I'm not sure you can fix the following second issue with that method, so editing the code is just easier..)
The second issue: In LWRP using Screen Position, (which is used by the Scene Depth default input, and we use it for the Object Depth), it is based off the INITIAL vertex position. It doesn't update if we offset the vertex! To fix that, redefine it after the v.vertex .xyz = ... :
While I'm here, check out @HarryAlisavakis's clouds which I saw last week which inspired me to try out a cloud shader.
And @RomanPapush did a shadergraph tutorial a while ago of a cloud effect very similar to this, I believe in the HDRP which doesn't suffer from the second issue I mentioned.
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