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?
whats atmospheric shading? the blue glow around the earth in orbit? (please explain)
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".