SgtCloud

Material

The Material used to render the cloud.

This must use the SGT / Cloud shader.

Sky

The SgtSky component the clouds will render into.

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.

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.

NearDetail

The near detail of the clouds when ray marching.

FarDetail

The distant detail of the clouds when ray marching.

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.

CoverageTex

Texture that decides where clouds appear around the planet.

Must be in equirectangular / cylindrical projection.

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.

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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