Implementation of Sean O'Neil's scattering effect (GPU Gems 2). Additional effects:
1. Normal Mapping/Phong Illumnation (including optional specular mapping)
2. Cloud Layer
3. Cloud shadows
4. City lights on the dark side of the planet
Implemented in HLSL, using Shader Model 4.0 (this is rendered in Direct3D10). It was created not only for my enjoyment, but also to demonstrate a complex multi-pass effect in my graphics engine I'm currently working on, Tesla Engine.
You can grab the source/see more pictures and an overview of the effect on my website:
http://www.nicholaswoodfield.com/showcase/planetshader.html
Website for Tesla Engine:
http://www.tesla-engine.net
I misread the title and was expecting an explosion...
IrukutheNinja 9 months ago
@IrukutheNinja
Hah realtime atmospheric exploding? :P
I'll call you when I get around to doing particle effects.
Starnick 9 months ago