Cloud look dev for #WildCosmos.
I still need to make it more performant and apply this system across the whole game, but I like the current direction :)
#godotengine #shader
I'll try to find the balance and disable it if necessary...
What's cool is that the cost is almost constant no matter how much cloud coverage there is as they only occupy the external shell of the atmosphere, so there is room for optimization :)
Ответ для Tibo 🪐 making Wild Cosmos (wishlist on steam :3)
It could always be a high-end graphical settings. Not sure how tricky it'd be, but could be an approach. With a more low poly gradient boring cloud system for low-end. But maybe not appealing enough for the average PC.