Expanse – Volumetric Skies, Clouds, and Atmospheres in HDRP

  Asset, Unity3D

 

Creator : Three M’s Creative

Version : – – Version: 1.5.6 – – Dec 19, 2021 – –

Store Asset

Description :

Sixth patch to 1.5.

New Features:

  • Path-traced ambient lighting for clouds. It is not recommended to use this for real-time applications, since it is expensive and noisy, but it’s very useful for providing a reference for tweaking the usual height-based ambient lighting parameters.
  • Height-based self-shadowing approximation for clouds, similar to Cyberpunk 2077’s implementation, that you can use in lieu of real self-shadowing to improve performance.
  • Reprojection/denoising can now use catmull-rom filtering to reduce blurriness when the camera moves.
  • New light sampling strategy parameter for cloud layers that allows you to select between “all”, “stochastic”, and “brightest” sampling modes. Stochastic/brightest sampling can improve performance dramatically when you have multiple celestial bodies.
  • Neighborhood clamping for temporal denoising/reprojection is now optional, with an adjustable threshold to reduce the intensity of the effect. Disabling it may increase blurriness, but results in much better noise reduction.

Fixes:

  • Remove high-detail self-shadow option to improve performance (branching on uniform variable in inner loop was slowing things down).
  • Compile performance-altering branches into shader variants, improving performance for those code paths. For instance, disabling self-shadowing now provides an appreciable boost.
  • Only updated pixels are denoised, dramatically improving the performance and quality of denoising when reprojection is in use.
  • Fix issue where clouds were too dark when composited on top of geometry.
  • Fix banding on geometry when cloud layers are low to the ground.
  • Add option to always render clouds behind geometry (marginally improves compositing performance).
  • Fix unnoticeable but technically incorrect cloud self-shadowing bug.
  • Multiple fixes to cloud compositing over geometry.