CloudsDemo
A small demo for volumetric clouds, SDF mesh and noise based ocean
Terrain: Houdini heighfield for heightMap, Substance designer for Texture, and Custom Shader for final result
Clouds: Precomputed 3D woley noise and 2D cloud texture for base Shape, raytracing + downsampling + TAA for rendering
Mesh SDF: Mesh made with Maya, samplered to SDF 3D texture and combined with 3D noise, write depth first then render with drawmesh
Ocean: base noise algorithm from TDM shadertoy, added atmosphere scattering of sky for refelct
GlobalFog: effect ocean by add ray plane intersection when generate worldpos from depth map, some tricky calculate for sun fade and horizontal fog
SnowShader: edited from tszirr's implemention of "Real-time Rendering of Procedural Multiscale Materials", Nvidia