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raymarch-clouds's Issues

Question about ValueNoise.png

I am curious as to how the value noise file was generated, and why it is 256x256. I am not an expert in shader languages or raymarching, so I'm having a hard time reverse-engineering noise system or how it works.

Any help would be appreciated. I would like to generate different patterns for different kinds of cloud coverage.

Unity 2019.4 Shader giving weird results

So, I opened up your project and was pleasantly surprised by how good the clouds looked. Then I tried to integrate the clouds in a new project using just the Noise.png and the code in clouds.shader. The result I'm getting is somehow distorted or not quite filled in. I wonder if you did something extra to get the clouds looking right in your code.

Screenshot 2020-06-11 at 12 33 49

I should also add that I'm quite new to Unity and shaders in general and this is more a "help if you can" type of question.

Integrating with Scriptable Render Pipeline

Hello! Thank you so much for providing this project.

I'll close this issue out as soon as I open it because what I'm trying to do it isn't your responsibility, however, I just wanted to float it by you in case you had spare time to share some advice.

I've had a go at trying to integrate this with scriptable render pipeline to no success. Here were the steps I took:

I converted the code in Clouds.cs to become a Post Process Effect. Here is the Gist. Note that I didn't know what to do with lines 86, 88, and 93 so I simply commented them out.

Anyways, I'd be grateful for you if you have any free time and are able to chime in, but certainly, am not expecting a response. Cheers, and thank you for the project!

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