Hello, as you can tell from the title I made an atmospheric scattering shader, companion-ed with some volumetric clouds. Here is proof and Now with the main clouds being rendered with 64 samples, and for shading there are 8 samples coupled with some noise to reduce "stepping" this makes for some good looking clouds but not feasible for real time performance. - (This scene alone with some low res mountains and the sky shader take me down to 60fps - 40fps on a GTX 970, so if you were to put this in a real level with 1000+ meshes and scripts it will wreck havoc). So my question is, is it possible to take this skybox material and have it rendered at a lower res? I have no clue where to start and If anyone could give me some pointers or example code I would appreciate it. EDIT: To answer some possible questions yall might ask. - The whole sky is on a single shader that was originally unity's procedural skybox shader but heavily modified. It is not a post processing shader. - No, this is not taking any code or a modified version of kode80's volumetric clouds. This is my own shader. - I'm using basically just raw noise for cloud shapes layered a couple of times. Its not running through an fbm/perlin/worley noise function in realtime (which saves alot on performance and allows me to run this at around 60fps with 64 samples) although I should have a lookup texture for that to get more accurate cloud shapes.