A few years ago, I made a small implementation of a volumetric atmosphere post-process based on Sebastian Lague’s video. I did not share it at the time, so I am fixing this now ^^
It is just a few files that you can integrate in any project you want. It is not the fastest, but it gets the job done, and works at any scale imaginable (including 1:1 with planet-size worlds).
This demo is awesome! I love it!
There is no way to set back the value of ‘Atmosphere Radius’ to the startup value. The slider min value seems too high.
I added Mie scattering and Ozone absorption from skythedragon’s shadertoy, which improves the look of the atmosphere quite a bit, especially near the terminator:
It is still not that fast as I keep using the basics from Nishita’s original paper. However I came accross this WebGPU project:
It looks really promising and uses a more advanced technique to render the atmosphere waaaaay faster. I might get around to port it to BabylonJS in the future