Atmospheric Scattering Shader

This tutorial finally concludes our journey to simulate Rayleigh Scattering for a planet’s atmosphere.

The next (and final) part will show how to change the shader to also include an additional type of scattering, known as Mie Scattering.

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You can download the Unity package for this tutorial at the bottom of the page.

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A Shader for the Atmospheric Sphere

 

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You can download the Unity package for this tutorial at the bottom of the page.

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A Journey Through the Atmosphere

This post describes how to model the density of the atmosphere at different altitude. This is a critical step, since the atmospheric density is one of the parameters necessary to correctly calculate the Rayleigh scattering.

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You can download the Unity package for this tutorial at the bottom of the page.

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The Mathematics of Rayleigh Scattering

This post introduces the Mathematics of Rayleigh Scattering, which is the optical phenomenon that causes the sky to appear blue. The equations derived in this tutorial will be translated into shader code in the next tutorial.

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You can download the Unity package for this tutorial at the bottom of the page.

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The Theory Behind Atmospheric Scattering

This is the second part of the tutorial on volumetric atmospheric scattering. In this post we will start deriving the equations that govern this complex, yet beautiful optical phenomenon.

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You can download the Unity package for this tutorial at the bottom of the page.

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Intersecting The Atmosphere

 

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You can download the Unity package for this tutorial at the bottom of the page.

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Volumetric Atmospheric Scattering

If you have lived long enough on planet Earth, you might have wondered why the sky is usually blue, yet red at sunset. The optical phenomenon which is (mostly) responsible for that is called Rayleigh scattering. This tutorial will explain how to model atmospheric scattering to reproduce many of the visual effects that planets exhibit. And if you want to render physically accurate visuals for alien planets, this is definitely the tutorial you’ve been looking for.

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You can download the Unity package for this tutorial at the bottom of the page.

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Volumetric Rendering: Surface Shading

Volumetric Rendering: Surface Shading

This third instalment on Volumetric Rendering will explain how to shade volumes in a realistic fashion. This essential step is what gives three-dimensionality to the flat, unlit shapes that have been generated so far with raymarching.

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The full Unity package is available at the end of this article. 📦

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Volumetric Rendering: Raymarching

Volumetric Rendering: Raymarching

This post continues the tutorial on volumetric rendering, introducing one of the most used techniques: raymarching.

You can find here all the other posts in this series:

The full Unity package is available at the end of this article. 📦

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