I have been looking at thatgamecompany’s new game Sky: Light Awaits and am wondering how in the hell they managed to get so good looking clouds. Video for reference:
I am working in Unity. Here are the things I’m most interested/confused about:
-Soft shadows. Look at 27:52 in the video for example.
-Intersecting transparency. Look at 26:15 in the video for example.
So, how are they able to get such soft shadows? I’m guessing they’re all baked? Or maybe even custom textures somehow? I don’t believe the big clouds in the background are just planes as they seem to be moving constantly.
I am trying to recreate with my own kind of layer of clouds, which currently is just basic vertex displacement from a texture. When it casts its own shadow on itself it is anything from soft. Take a look:
Changing unitys shadows to soft won’t solve this issue, only blur the edges a little bit, but obviously I would need more than that. Is it possible to get these shadows to blur out a lot more, so that they resemble more of a volumetric shadow on itself?
Next, the intersecting transparency. Maybe this is just a Unity issue though, but… If I want my clouds to intersect with the world, I check the intersection through the depth map created from deferred rendering. To be able to do this I need the cloud to be transparent so it isn’t added to the depth map. I also need it to be transparent to be able to have transparent intersection, duuh… What this does however is create a lot of overdraw and sorting issues. If I change rendering queue to lets say AlphaTest, the sorting issues are solved but now there’s no intersection and transparency functionality…
I’ve been scratching my head over this for quite some time, figured this is a good place to ask for advice