Cruising around the new volumetric cloud system I’ve created for my VR flight game, UHawk VR. The system supports an unlimited number of cloud layers with varying density, volumetric lighting (even inside the cloud volume) and environmental effects like cloud shadows occlusion, reflection probes and planar reflections.
It was built from the ground up to support highly defined and detailed cloud shapes at great performance. This is accomplished by baking the cloud data to 3D textures, one of which is a sign