Volumetric Space Environment With RayMarching

Initially my attempt was to learn how to procedurally create Nebulas for a space scene for a dark fantasy non linear game that I have been planning to start working on for a while now. This was few days ago when I had no idea how volumetric shaders work, and I had ended up building some cool looking shaders with world displacement that was rather looking like a Planet shader and not something like cloudy gaseous structure. Then I started to learn about volumetric shader development, when I came across the concept of RayMarching, and boy that felt like a paradigm shift once I started to understand how it works and got the hang of it.

Presenting a very early stage of how I utilized Raymarching for Volumetric Clouds in Unreal Engine 4. As of now, the clouds look comicky and not realistic, that is most likely because of the Noise shader I developed was a very simple Perlin-Worley noise. I will now start working on developing a more advanced Noise shader that might be able to give a more realistic look.

Took me about 3-4 days to understand Raymarching following a bunch of tutorials, how Perlin Worley Noise works with cloud generation, and to develop the below shader with what I learnt. The shader is currently very unoptimized, the frame rate drops exponentially the closer you go towards the position of the volume where the shader is applied.


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