SgtCloud

SphereMesh

The mesh used to render the clouds.

Density

The maximum density of the clouds.

Resolution

Width/height (in pixels) of the generated cloud texture.

HighPrecision

Use a high-precision cloud texture for smoother results?

Warp

Increases cloud detail toward the camera so a lower-resolution texture still looks sharp up close.

Color

Base tint applied to the clouds.

ShadowDensity

Density used when evaluating cloud lighting / shadows.

ShadowOffset

Depth of the light-sample step, affecting overall light falloff.

CoverageTex

Texture that decides where clouds appear around the planet.

Coverage

Should a coverage texture be procedurally generated?

CoverageBundle

The coverage texture will be generated from this texture bundle.

Displays as Bundle in the inspector. Only visible when Coverage is enabled.

CoverageLayers

This allows you to add bands of texture from the CoverageBundle.

Displays as Bands in the inspector. Only visible when Coverage is enabled.

Albedo

Should an albedo (color) texture be generated?

AlbedoGradientTex

If you want the CoverageTex to be colored, you can specify a gradient texture.

Displays as Gradient Tex in the inspector. Only visible when Albedo is enabled.

AlbedoVariationX

The GradientTex will begin from this coordinate.

Displays as Variation X in the inspector. Only visible when Albedo is enabled.

AlbedoVariationY

The GradientTex will begin from this coordinate.

Displays as Variation Y in the inspector. Only visible when Albedo is enabled.

AlbedoLatitudeX

The GradientTex will be offset by this amount based on the planet latitude.

Displays as Latitude X in the inspector. Only visible when Albedo is enabled.

AlbedoStrataY

The GradientTex will offset by this amount based on the AlbedoGradientTex.

Displays as Strata Y in the inspector. Only visible when Albedo is enabled.

CloudLayers

This allows you to control the settings for each cloud layer.

Cloud layers are defined in the Coverage texture’s RGBA channels, up to a maximum of 4 layers.

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