SgtCloud
SphereMesh
The mesh used to render the clouds.
This mesh should have a radius of 1 unit.
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.
Must be in equirectangular / cylindrical projection.
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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