SgtCloud
Material
The Material used to render the cloud.
This must use the SGT / Cloud shader.
CoverageTex
Texture that decides where clouds appear around the planet.
Must be in equirectangular / cylindrical projection.
OuterRadius
The outer radius of the clouds in local space.
InnerRadius
The inner radius of the clouds in local space.
CullStrength
If your clouds are for a gas giant without a solid core, you can specify the altitude where the clouds are culled out to improve performance and reduce graphical issues.
SortOffset
The volumetric sorting offset, to make sure it renders in the correct order relative to the sky.
ErodeTiling
The erosion texture is tiled this many times around the planet.
This requires the Material setting to have ERODE enabled.
ErodeRange
The erosion will begin when the camera is within this distance of the clouds.
This requires the Material setting to have ERODE enabled.
ErodeStrength
The erosion texture will cut away this much from the cloud cover.
This requires the Material setting to have ERODE enabled.
Density
The maximum density of clouds.
Resolution
The height of the generated cloud texture. The width will be set to double this.
HighPrecision
Use a high precision cloud texture for smoother results?
Color
The color of the clouds.
Color2
The color values will be multiplied by this.
Brightness
The color rgb values will be multiplied by this.
ShadowDensity
How much sunlight is blocked underneath clouds.
ShadowOpacity
How much the shadows darken the planet or ocean.
ShadowOffset
How the cloud lighting is influenced by the cloud density and sun direction.
ShadowDetail
The detail of the shadows when ray marching.
NearDetail
The near detail of the clouds when ray marching.
FarDetail
The distant detail of the clouds when ray marching.
Coverage
Generate a coverage texture for the cloud rendering?
CoverageBundle
The texture bundle used to generate the coverage texture.
CoverageLayers
This allows you to add bands of texture from the CoverageBundle.
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