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Improving the Default Procedural Sky Shader

Discussion in 'Works In Progress - Archive' started by Frostbite23, Jan 22, 2017.

  1. Frostbite23

    Frostbite23

    Joined:
    Mar 8, 2013
    Posts:
    458
    Im pretty sure some of you were starting to get tired of unity's ugly procedural sky shader, so being me I was like "Well lets look into the code and see what we can change.". So I found that they were performing the scattering in the vertex function, so I moved it into the pixel shader with a few slight changes in variable names and values (Moving it into the pixel shader makes the sky appear much smoother because its performing the calculations per pixel instead of per vertex). Here are the results so far. (These are taken with ACES tone mapper, I highly recommend you use a tone mapper)

    Default Sky



    Modified Shader



    And here is the shader for kicks if you are drooling over these screens (Please clean your screen afterwards :p )

    Feel free to provide suggestions or criticism!
     

    Attached Files:

    DMorock likes this.