Atmospheric Scattering (and also just faking it)
Follow me on: Twitter: / iced_coffee_dev Github: https://github.com/simondevyoutube/ This project tackles adding atmospheric scattering to our procedural worlds, using both a physically accurate model and a hacked together pile of garbage approach. Depending on your use case, if you need photo realism or a more exaggerated look for your 3d world generation, one or the other may suit you. This is the 6th in a series of 3D world generation tutorials. In the previous tutorial we covered some texturing technique, and in this project we'll build on that and improve it with an atmosphere to help with the overall look. Just treat this as a jumping off point for your own projects, there's lots of ways to do this, but if you want to understand how some of the bigger engines do it, or how to cobble together some shaders on your own, this can help. Especially if you're doing a lot of procedural generation for yourself. Full source code for the project is available, so if you're interested in fiddling with the code, screwing around with it, or improving it.

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