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wtf is hpvolumecloud?

ashenoneart/hpvolumecloud — explained in plain English

Analysis updated 2026-05-18

64HLSLAudience · developerLicenseSetup · hard

TL;DR

A Unity HDRP add-on that adds physically based multi-scattering light to volumetric clouds so thick clouds glow realistically instead of looking flat black.

Mindmap

mindmap
  root((HPVolumeCloud))
    What it does
      Improves volumetric cloud lighting
      Adds phi_fwd diffuse term
      Built for Unity HDRP
    Problem solved
      Cloud interiors too dark
      Cloud undersides near black
      Missing multi-scatter glow
    Tech stack
      HLSL shaders
      Unity HDRP
    Use cases
      Realistic game clouds
      Rendering research
      Custom shader extension

Code map

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filefunction / class

Why would anyone build with this?

REASON 1

Improve the look of thick volumetric clouds in a Unity HDRP game or scene

REASON 2

Add realistic soft glow to cloud undersides and shadowed sides

REASON 3

Study a practical, code-level implementation of multiple scattering approximations for rendering

REASON 4

Extend or reference the phi_fwd technique in a custom cloud shader

What's in the stack?

HLSLUnityHDRP

How it stacks up

ashenoneart/hpvolumecloudlilxyzw/nontoonblinue/magpie
Stars6415413,807
LanguageHLSLHLSLHLSL
Setup difficultyhardeasyeasy
Complexity3/52/5
Audiencedeveloperdesignergeneral

Figures from each repo's GitHub metadata at analysis time.

How do you spin it up?

Difficulty · hard Time to first run · 1h+

Requires an existing Unity HDRP project and understanding of volumetric cloud shader integration.

Wtf does this do

HPVolumeCloud is a rendering add-on for Unity's High Definition Render Pipeline (HDRP) that improves how volumetric clouds are lit. It focuses on a specific technique the author calls phi_fwd, which is a physically based way of simulating light that has bounced many times inside a thick cloud before reaching your eye, sometimes called isotropic multiple scattering. The README explains the problem it solves using before and after comparison images. In standard cloud rendering, light is usually modeled as bouncing off cloud particles once and traveling mostly in one direction, toward the sun. This makes thick clouds look wrong: their interiors get darker the deeper you look, and the underside and edges facing away from the sun can end up nearly black, since little light reaches them. Real thick clouds do not behave this way. Past a certain thickness, the inside of a cloud stops getting darker and levels off, and the underside and sides still glow softly from light that has scattered around inside the cloud many times. phi_fwd is designed as an additional lighting term added on top of normal directional sun scattering, not a replacement for it. It approximates the physics of light diffusing through a very thick, bright medium using a mathematical shortcut based on the radiative transfer equation, producing a softer, more even glow inside and around thick cloud shapes. The technique also includes checks so that thin or wispy cloud edges, where this diffusion approximation does not really apply, are not affected by it, and it tries to avoid over brightening the side of a cloud facing away from the sun. The project builds on Unity's HDRP source code and is released under the MIT license, with an additional requirement that users credit HanPi Volume Cloud and its author when distributing or crediting the work, and keep the license text intact.

Yoink these prompts

Prompt 1
Explain what phi_fwd does in HPVolumeCloud and why single-scattering cloud rendering looks wrong for thick clouds.
Prompt 2
Help me integrate HPVolumeCloud's phi_fwd term into my own Unity HDRP volumetric cloud shader.
Prompt 3
Summarize the attribution requirements in HPVolumeCloud's MIT license so I comply when using it in my project.
Prompt 4
Walk me through the physical reasoning behind the diffusion approximation used in HPVolumeCloud's phi_fwd.

Frequently asked questions

wtf is hpvolumecloud?

A Unity HDRP add-on that adds physically based multi-scattering light to volumetric clouds so thick clouds glow realistically instead of looking flat black.

What language is hpvolumecloud written in?

Mainly HLSL. The stack also includes HLSL, Unity, HDRP.

How hard is hpvolumecloud to set up?

Setup difficulty is rated hard, with roughly 1h+ to a first successful run.

Who is hpvolumecloud for?

Mainly developer.

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