Discrete Clouds

Layered clouds over a discretized gradient.

The noise texture used is available here: https://github.com/moraguma/ShaderPack/blob/main/resources/textures/bubbles.png

Shader code
shader_type canvas_item;

uniform vec4 bottom_color: source_color = vec4(1.0);
uniform vec4 top_color: source_color = vec4(vec3(0.0), 1.0);

uniform sampler2D tex;
uniform int layer_count: hint_range(2, 80, 1);
uniform float time_scale: hint_range(0.0, 1.0) = 0.2;
uniform float base_intensity: hint_range(0.0, 1.0) = 0.5;
uniform float size: hint_range(0.00001, 1.0) = 0.1;


vec4 lerp(vec4 a, vec4 b, float w) {
	return a + w * (b - a);
}


float fmod(float x, float y) {
	return x - floor(x / y) * y;
}


float rand(float n){return fract(sin(n) * 43758.5453123);}


bool cloud_layer(float x, float y, float h) {
	return y - sqrt((1.0 - pow(y - h, 2.0))) * base_intensity * texture(tex, vec2(fmod(x / size + rand(h), 1.0), fmod(y / size - TIME * time_scale, 1.0))).r < h;
}


void fragment() {
	float y = 1.0 - UV.y;

	for (int i = 0; i < layer_count; i++) {
		float h = float(i) / float(layer_count - 1);
		if (cloud_layer(UV.x, y, h)) {
			COLOR = lerp(bottom_color, top_color, h);
			break;
		}
	}
}
Tags
gradient
The shader code and all code snippets in this post are under CC0 license and can be used freely without the author's permission. Images and videos, and assets depicted in those, do not fall under this license. For more info, see our License terms.

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