Volumetric Clouds
Real-time volumetric clouds raymarched against a 3D density texture, following the Graphics Programming Conference masterclass, as a standalone shader project.

In 2024 I attended a masterclass on volumetric clouds at the Graphics Programming Conference. This project is a follow-along implementation of the technique taught there: real-time volumetric clouds raymarched against a 3D density texture, built as a standalone shader project rather than inside a game engine.
I later revisited this same approach in a browser-based Three.js version, with cleaner shaders, better lighting, and a more efficient density representation, see that project for the deeper technical breakdown.

