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Drifting 2D clouds with self-shading

In your harnessGodot shaderMIT

Draw a sky with drifting clouds from fractional Brownian motion: a coverage threshold shapes the clouds, a second lookup toward the sun shades their undersides, and the sky behind follows a vertical gradient.

Render of Drifting 2D clouds with self-shading
The render its check recorded in Godot 4.7.2, 256 by 256 pixels.

What it takes and gives

Shader type
canvas_item
Parameters
sky_top (vec4 = 0.25, 0.5, 0.88, 1), sky_bottom (vec4 = 0.7, 0.85, 0.98, 1), cloud_light (vec4 = 1, 1, 1, 1), cloud_shadow (vec4 = 0.55, 0.6, 0.72, 1), coverage (float = 0.5), softness (float = 0.15), scale (float = 3), wind_speed (float = 0.03) and 2 more
Use it on
A ColorRect (or any CanvasItem) sized to the area to fill; UVs span 0 to 1 across it.
Result
A blue sky gradient with white puffy clouds shaded grey on one side.
Renderers
compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
Placement
res://baltor/godot_shaders/clouds_fbm_2d/

Limits. One shading step, not light marching, so thick clouds lack depth. Clouds repeat with no structure at very large scales.

Details

Kind
Godot shader
Engine
Godot 4.3 or later
Files
11 files, 107.5 KB
Licence
MIT
Declared effects
reads files, runs commands
Checked with
Godot 4.7.2, opengl3 compatibility (Mesa llvmpipe, Xvfb)
Checks
contract static, engine run, engine log clean, shader in scene, capture written, render not uniform, shader changes pixels
Techniques
Fractional Brownian motion density with coverage threshold, Offset-sample self-shadowing, Value noise with quintic interpolation and fractional Brownian motion
Tags
godot shader, canvas item, clouds, sky, fbm, background, procedural
Identity
library.supply.creative_originals.37af517ebd1e23cced60fc6a.6ac2302ff80982de
Version
6ac2302ff80982deedd080da58c6277db97820d945da3c3faf5488231cd28686

The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.

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