Tag: volumetric rendering

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. You can find all the post in this series here: You can download the Unity package for…

A Shader for the Atmospheric Sphere
You can find all the post in this series here: You can download the Unity package for this tutorial at the bottom of the page.

A Journey Through the Atmosphere
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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. You can find all the post in this series here: You can download the Unity package for this tutorial at…

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. You can find all the post in this series here: You can download the Unity package for this tutorial…

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. You can find all the post in this series here: You can download the Unity package for this tutorial at the bottom of the page.

Intersecting The Atmosphere
You can find all the post in this series here: You can download the Unity package for this tutorial at the bottom of the page.

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.…

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 threedimensionality to the flat, unlit shapes that have been generated so far with raymarching. You can find here all the other posts in this series: The full Unity package is available at the end of this article. 📦

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. 📦

An Introduction to Mie Theory
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