gnarlyman at May 20th, 2012 15:01 — #1
I'm using Unity at the moment and really want to implement atmospheric shading, which Unity doesn't have natively as a feature. What would be the general shader logic to produce atm. shading?
rouncer at May 20th, 2012 16:03 — #2
whats atmospheric shading? the blue glow around the earth in orbit? (please explain)
stainless at May 21st, 2012 04:34 — #3
gnarlyman at May 22nd, 2012 21:30 — #4
Ah...hot stuff Stainless. Thanks, I'll be using that code.
I guess the main thing is that I'm searching/studying the "little things" that make AAA-game lighting and textures the stuff that they are. I realize that excellent textures and bumpmaps are created by top pros, and that some really busy shaders are there, but there's always that "look" to a AAA (softer lighting, a pleasant atmospheric glow, particles wafting through the air, textures that look...just, better...etc.). I'm curious as to what the exact things are that make "that look", well, "that look".
xcrypt at June 6th, 2012 11:04 — #5