cloud_raymarch.computeShader
Volumetric-sky cloud raymarcher with Frostbite-style lighting: Wrenninge/Hillaire multi-scatter approximation (3 octaves), a 5-sample cone-traced soft self-shadow, and combined Beer-Lambert + Powder so cloud edges glow toward the sun. Reads the cloud volume + occupancy textures a…
cloud_raymarch
Volumetric-sky cloud raymarcher with Frostbite-style lighting: Wrenninge/Hillaire multi-scatter approximation (3 octaves), a 5-sample cone-traced soft self-shadow, and combined Beer-Lambert + Powder so cloud edges glow toward the sun. Reads the cloud volume + occupancy textures and writes the lit raymarch result.
Bindings (see bindings.yaml): clouds (texture3d), occupancy (texture3d),
cloud_smp (sampler), out_tex (storage2d rgba16f), U (read array<f32>
uniforms).
Usage: dispatch by identity with compute.dispatchEx("@builtin::systems.volumetrics.shaders.cloud_raymarch", ...) (textures/sampler/storage texture require resource binding, not positional buffers) —
it resolves to the shader's stable guid and auto-compiles on first use (no setup).
Scoped to this part · feeds back into the world's score.