Unity Skybox -Testing physically based animated skybox algorithms
Learn more: https://bit.ly/SuperSimpleSkybox
I'm revisiting some of the algorithms used in the Super Simple Skybox for Unity. Previously, this game asset calculated the moon and sun shapes by evaluating the distance between the object position (on the skybox material sphere) and the light position. Then I passed this data into a remap and a smoothstep node to allow the user to set a "size" of the sun.
After some research, I had felt that it would be more appropriate to allow the user to set the size of these objects using the angular diamater, which is how the size of these objects are measured in the sky. For example, the sun has an angular diameter of 0.5 degrees (as seen from earth).
Coincidentally, this also gives more precision which allows me to make better use of a limb darkening algorithm that I've implemented here to increase the realism of both the sun and the moon objects.
Last, I've leveraged some previous work that I had done on procedural noise generation in order to generate new cloud textures. I updated that previous work to output single-channel noise instead of 4-channel noise and then baked the results and passed it into the skybox material here.
Finally, I'm interested in potentially offering a procedural star option for this skybox. Although it is more demanding, I think the results would look great. So, I am looking into this for future tests and WIP results.
None of these changes have hit the mainline release of our Super Simple Skybox for Unity yet, so refer to previous videos for examples of the current features for this game asset for Unity. It is currently available on the Unity Asset Store.
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