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Quick Information
This contains a simple atmosphere shader usable on planets. I developped this for a tech demo I'm working on, so I thought of making it an addon.- Comes in two versions, one with fake colors and another with light scattering- Can be seen from inside like regular fog if you want to land on the planet- Switches to a cube mesh when seen from far away so multiple atmospheres can be drawn at lower cost- Includes experimental volumetric cloudsChanges in 0.4:- Added `force_fullscreen` option to allow previewing the inside of the atmosphere in the editor- Added atmosphere ambient color to v2 atmosphere so nights are no longer pitch black- Added `*_shader_parameter()` methods, deprecated `*_shader_param` methods- Slightly improved clouds alpha blending- Decoupled alpha from color in v2 atmosphere so it no longer stops rendering in the dark side of planets- Fixed properties list not updating when setting a different shaderChanges in 0.3:- Added more realistic atmosphere model based on Sebastian Lague's Coding Adventure- Added automatic optical depth baking using a viewport (Vulkan renderer not needed)- Added raymarched and animated clouds (current version is imperfect due to tradeoffs)- Added NoiseCubemap resource to generate procedural cloud coverage textures- Added small demoChanges in 0.2:- Ported to Godot 4- Added option to blend ground depth with a sphere, to hide precision lost at high distances
This contains a simple atmosphere shader usable on planets. I developped this for a tech demo I'm working on, so I thought of making it an addon.
- Comes in two versions, one with fake colors and another with light scattering
- Can be seen from inside like regular fog if you want to land on the planet
- Switches to a cube mesh when seen from far away so multiple atmospheres can be drawn at lower cost
- Includes experimental volumetric clouds
Changes in 0.4:
- Added `force_fullscreen` option to allow previewing the inside of the atmosphere in the editor
- Added atmosphere ambient color to v2 atmosphere so nights are no longer pitch black
- Added `*_shader_parameter()` methods, deprecated `*_shader_param` methods
- Slightly improved clouds alpha blending
- Decoupled alpha from color in v2 atmosphere so it no longer stops rendering in the dark side of planets
- Fixed properties list not updating when setting a different shader
Changes in 0.3:
- Added more realistic atmosphere model based on Sebastian Lague's Coding Adventure
- Added automatic optical depth baking using a viewport (Vulkan renderer not needed)
- Added raymarched and animated clouds (current version is imperfect due to tradeoffs)
- Added NoiseCubemap resource to generate procedural cloud coverage textures
- Added small demo
Changes in 0.2:
- Ported to Godot 4
- Added option to blend ground depth with a sphere, to hide precision lost at high distances
Reviews
Quick Information
This contains a simple atmosphere shader usable on planets. I developped this for a tech demo I'm working on, so I thought of making it an addon.- Comes in two versions, one with fake colors and another with light scattering- Can be seen from inside like regular fog if you want to land on the planet- Switches to a cube mesh when seen from far away so multiple atmospheres can be drawn at lower cost- Includes experimental volumetric cloudsChanges in 0.4:- Added `force_fullscreen` option to allow previewing the inside of the atmosphere in the editor- Added atmosphere ambient color to v2 atmosphere so nights are no longer pitch black- Added `*_shader_parameter()` methods, deprecated `*_shader_param` methods- Slightly improved clouds alpha blending- Decoupled alpha from color in v2 atmosphere so it no longer stops rendering in the dark side of planets- Fixed properties list not updating when setting a different shaderChanges in 0.3:- Added more realistic atmosphere model based on Sebastian Lague's Coding Adventure- Added automatic optical depth baking using a viewport (Vulkan renderer not needed)- Added raymarched and animated clouds (current version is imperfect due to tradeoffs)- Added NoiseCubemap resource to generate procedural cloud coverage textures- Added small demoChanges in 0.2:- Ported to Godot 4- Added option to blend ground depth with a sphere, to hide precision lost at high distances