claude-code-arcane 1.0.0

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Files changed (1778) hide show
  1. package/CHANGELOG.md +100 -0
  2. package/LICENSE +26 -0
  3. package/README.md +372 -0
  4. package/agents/ai/ai-architect.md +80 -0
  5. package/agents/ai/data-engineer.md +66 -0
  6. package/agents/ai/data-scientist.md +58 -0
  7. package/agents/ai/ml-engineer.md +61 -0
  8. package/agents/business/business-ops-lead.md +64 -0
  9. package/agents/business/financial-analyst.md +62 -0
  10. package/agents/business/sales-engineer.md +74 -0
  11. package/agents/clevel/ceo-advisor.md +64 -0
  12. package/agents/clevel/cfo-advisor.md +63 -0
  13. package/agents/clevel/chief-of-staff.md +60 -0
  14. package/agents/clevel/cmo-advisor.md +67 -0
  15. package/agents/clevel/coo-advisor.md +79 -0
  16. package/agents/clevel/cto-advisor.md +72 -0
  17. package/agents/devops/cloud-architect.md +52 -0
  18. package/agents/devops/platform-lead.md +72 -0
  19. package/agents/devops/sre-lead.md +100 -0
  20. package/agents/engineering/android-engineer.md +78 -0
  21. package/agents/engineering/backend-architect.md +127 -0
  22. package/agents/engineering/database-architect.md +138 -0
  23. package/agents/engineering/flutter-engineer.md +75 -0
  24. package/agents/engineering/frontend-architect.md +138 -0
  25. package/agents/engineering/go-engineer.md +102 -0
  26. package/agents/engineering/ios-engineer.md +76 -0
  27. package/agents/engineering/node-engineer.md +107 -0
  28. package/agents/engineering/react-engineer.md +109 -0
  29. package/agents/engineering/react-native-engineer.md +112 -0
  30. package/agents/engineering/sql-specialist.md +106 -0
  31. package/agents/game/accessibility-specialist.md +150 -0
  32. package/agents/game/ai-programmer.md +95 -0
  33. package/agents/game/analytics-engineer.md +101 -0
  34. package/agents/game/art-director.md +64 -0
  35. package/agents/game/economy-designer.md +143 -0
  36. package/agents/game/game-designer.md +70 -0
  37. package/agents/game/gameplay-programmer.md +133 -0
  38. package/agents/game/lead-programmer.md +62 -0
  39. package/agents/game/level-designer.md +115 -0
  40. package/agents/game/live-ops-designer.md +184 -0
  41. package/agents/game/narrative-director.md +60 -0
  42. package/agents/game/network-programmer.md +98 -0
  43. package/agents/game/performance-analyst.md +112 -0
  44. package/agents/game/qa-lead.md +65 -0
  45. package/agents/game/qa-tester-gamedev.md +230 -0
  46. package/agents/game/release-manager.md +65 -0
  47. package/agents/game/sound-designer.md +85 -0
  48. package/agents/game/systems-designer.md +157 -0
  49. package/agents/game/technical-artist.md +108 -0
  50. package/agents/game/technical-director.md +74 -0
  51. package/agents/game/ue-replication-specialist.md +143 -0
  52. package/agents/game/unity-shader-specialist.md +178 -0
  53. package/agents/game/unity-specialist.md +184 -0
  54. package/agents/game/unreal-specialist.md +172 -0
  55. package/agents/game/ux-designer.md +112 -0
  56. package/agents/game/world-builder.md +111 -0
  57. package/agents/game/writer.md +104 -0
  58. package/agents/integrations/api-tools-specialist.md +209 -0
  59. package/agents/integrations/comms-tools-specialist.md +159 -0
  60. package/agents/integrations/design-tools-specialist.md +129 -0
  61. package/agents/integrations/docs-tools-specialist.md +116 -0
  62. package/agents/integrations/integrations-architect.md +144 -0
  63. package/agents/integrations/project-tools-specialist.md +129 -0
  64. package/agents/management/delivery-manager.md +105 -0
  65. package/agents/management/program-director.md +55 -0
  66. package/agents/management/project-manager.md +126 -0
  67. package/agents/management/scrum-master.md +96 -0
  68. package/agents/marketing/content-lead.md +74 -0
  69. package/agents/marketing/growth-lead.md +72 -0
  70. package/agents/marketing/marketing-analyst.md +89 -0
  71. package/agents/marketing/marketing-director.md +75 -0
  72. package/agents/marketing/seo-lead.md +80 -0
  73. package/agents/product/chief-product-officer.md +79 -0
  74. package/agents/product/design-system-lead.md +76 -0
  75. package/agents/product/product-manager.md +132 -0
  76. package/agents/product/ui-lead.md +73 -0
  77. package/agents/product/ux-lead.md +103 -0
  78. package/agents/quality/qa-director.md +121 -0
  79. package/agents/quality/qa-engineer.md +92 -0
  80. package/agents/quality/security-architect.md +144 -0
  81. package/agents/regulatory/compliance-officer.md +88 -0
  82. package/agents/regulatory/quality-manager.md +90 -0
  83. package/agents/regulatory/regulatory-director.md +92 -0
  84. package/agents/visualnovel/vn-comfyui-artist.md +91 -0
  85. package/agents/visualnovel/vn-narrative-director.md +86 -0
  86. package/agents/visualnovel/vn-producer.md +108 -0
  87. package/agents/visualnovel/vn-renpy-developer.md +118 -0
  88. package/agents/visualnovel/vn-scene-director.md +98 -0
  89. package/agents/visualnovel/vn-ui-designer.md +97 -0
  90. package/dist/cli.js +2352 -0
  91. package/docs/SKILLS-CATALOG.md +457 -0
  92. package/docs/USER-GUIDE.md +543 -0
  93. package/docs/agent-hierarchy.md +133 -0
  94. package/docs/coding-standards.md +135 -0
  95. package/docs/collaborative-design.md +439 -0
  96. package/docs/context-management.md +200 -0
  97. package/docs/coordination-rules.md +164 -0
  98. package/docs/directory-structure.md +156 -0
  99. package/docs/division-structure.md +135 -0
  100. package/docs/gamedev/coding-standards.md +184 -0
  101. package/docs/gates/README.md +169 -0
  102. package/docs/gates/gamedev-gates.md +509 -0
  103. package/docs/gates/software-gates.md +449 -0
  104. package/docs/software/coding-standards.md +165 -0
  105. package/docs/technical-preferences.md +61 -0
  106. package/docs/templates/accessibility-requirements.md +331 -0
  107. package/docs/templates/architecture-decision-record.md +177 -0
  108. package/docs/templates/architecture-doc-from-code.md +266 -0
  109. package/docs/templates/architecture-traceability.md +101 -0
  110. package/docs/templates/changelog-template.md +62 -0
  111. package/docs/templates/collaborative-protocols/design-agent-protocol.md +157 -0
  112. package/docs/templates/collaborative-protocols/implementation-agent-protocol.md +160 -0
  113. package/docs/templates/collaborative-protocols/leadership-agent-protocol.md +181 -0
  114. package/docs/templates/design-doc-from-implementation.md +204 -0
  115. package/docs/templates/incident-response.md +135 -0
  116. package/docs/templates/interaction-pattern-library.md +1089 -0
  117. package/docs/templates/milestone-definition.md +79 -0
  118. package/docs/templates/post-mortem.md +69 -0
  119. package/docs/templates/prd.md +222 -0
  120. package/docs/templates/project-stage-report.md +218 -0
  121. package/docs/templates/release-checklist-template.md +125 -0
  122. package/docs/templates/release-notes.md +103 -0
  123. package/docs/templates/rfc.md +256 -0
  124. package/docs/templates/risk-register-entry.md +58 -0
  125. package/docs/templates/skill-test-spec.md +96 -0
  126. package/docs/templates/sprint-plan.md +75 -0
  127. package/docs/templates/technical-design-document.md +98 -0
  128. package/docs/templates/test-evidence.md +86 -0
  129. package/docs/templates/test-plan.md +151 -0
  130. package/docs/templates/ux-spec.md +544 -0
  131. package/hooks/check-update.sh +82 -0
  132. package/hooks/detect-division.sh +28 -0
  133. package/hooks/detect-gaps.sh +230 -0
  134. package/hooks/log-agent-stop.sh +7 -0
  135. package/hooks/log-agent.sh +7 -0
  136. package/hooks/notify.sh +7 -0
  137. package/hooks/post-compact.sh +7 -0
  138. package/hooks/pre-compact.sh +7 -0
  139. package/hooks/session-start.sh +78 -0
  140. package/hooks/session-stop.sh +7 -0
  141. package/hooks/statusline.sh +98 -0
  142. package/hooks/validate-assets.sh +10 -0
  143. package/hooks/validate-commit.sh +24 -0
  144. package/hooks/validate-push.sh +21 -0
  145. package/hooks/validate-secrets.sh +23 -0
  146. package/hooks/validate-skill-change.sh +19 -0
  147. package/package.json +63 -0
  148. package/profiles/agile.yaml +60 -0
  149. package/profiles/ai.yaml +27 -0
  150. package/profiles/android-native.yaml +36 -0
  151. package/profiles/backend-go.yaml +56 -0
  152. package/profiles/backend-ts.yaml +59 -0
  153. package/profiles/business.yaml +24 -0
  154. package/profiles/clevel.yaml +48 -0
  155. package/profiles/clickup.yaml +21 -0
  156. package/profiles/core.yaml +83 -0
  157. package/profiles/database.yaml +28 -0
  158. package/profiles/design.yaml +30 -0
  159. package/profiles/docs.yaml +31 -0
  160. package/profiles/finance.yaml +23 -0
  161. package/profiles/flutter.yaml +37 -0
  162. package/profiles/frontend.yaml +39 -0
  163. package/profiles/infra.yaml +47 -0
  164. package/profiles/integrations.yaml +23 -0
  165. package/profiles/ios-native.yaml +37 -0
  166. package/profiles/jira.yaml +21 -0
  167. package/profiles/marketing.yaml +64 -0
  168. package/profiles/mobile.yaml +39 -0
  169. package/profiles/regulatory.yaml +33 -0
  170. package/profiles/security.yaml +30 -0
  171. package/profiles/self-improving.yaml +22 -0
  172. package/profiles/statusline.yaml +21 -0
  173. package/profiles/testing.yaml +32 -0
  174. package/profiles/unity-design.yaml +37 -0
  175. package/profiles/unity-dev.yaml +44 -0
  176. package/profiles/visual-novel.yaml +54 -0
  177. package/rules/ai-code.md +60 -0
  178. package/rules/api-code.md +41 -0
  179. package/rules/backend-code.md +35 -0
  180. package/rules/data-files.md +58 -0
  181. package/rules/frontend-code.md +35 -0
  182. package/rules/gamedev/ai-code.md +15 -0
  183. package/rules/gamedev/design-docs.md +18 -0
  184. package/rules/gamedev/engine-code.md +41 -0
  185. package/rules/gamedev/gameplay-code.md +31 -0
  186. package/rules/gamedev/narrative.md +15 -0
  187. package/rules/gamedev/network-code.md +15 -0
  188. package/rules/gamedev/shader-code.md +43 -0
  189. package/rules/gamedev/ui-code.md +15 -0
  190. package/rules/gamedev/vn-code.md +37 -0
  191. package/rules/implementation-workflow.md +48 -0
  192. package/rules/infra-code.md +47 -0
  193. package/rules/migration-code.md +41 -0
  194. package/rules/prototype-code.md +40 -0
  195. package/rules/test-standards.md +55 -0
  196. package/skills/ab-test-setup/SKILL.md +99 -0
  197. package/skills/ab-test-setup/references/sample-size-guide.md +252 -0
  198. package/skills/ab-test-setup/references/test-templates.md +268 -0
  199. package/skills/ab-test-setup/scripts/sample_size_calculator.py +337 -0
  200. package/skills/accessibility/SKILL.md +32 -0
  201. package/skills/accessibility/references/anti-patterns.md +9 -0
  202. package/skills/accessibility/references/component-requirements.md +15 -0
  203. package/skills/accessibility/references/focus-forms-testing.md +31 -0
  204. package/skills/accessibility/references/wcag-criteria.md +17 -0
  205. package/skills/ad-creative/SKILL.md +85 -0
  206. package/skills/ad-creative/references/creative-frameworks.md +253 -0
  207. package/skills/ad-creative/references/platform-specs.md +170 -0
  208. package/skills/ad-creative/scripts/ad_copy_validator.py +490 -0
  209. package/skills/agent-designer/README.md +430 -0
  210. package/skills/agent-designer/SKILL.md +64 -0
  211. package/skills/agent-designer/agent_evaluator.py +1223 -0
  212. package/skills/agent-designer/agent_planner.py +911 -0
  213. package/skills/agent-designer/assets/sample_execution_logs.json +543 -0
  214. package/skills/agent-designer/assets/sample_system_requirements.json +57 -0
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  220. package/skills/agent-designer/references/evaluation_methodology.md +749 -0
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  227. package/skills/agent-workflow-designer/SKILL.md +59 -0
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  232. package/skills/ai-security/scripts/ai_threat_scanner.py +564 -0
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  238. package/skills/analytics-tracking/SKILL.md +105 -0
  239. package/skills/analytics-tracking/references/debugging-playbook.md +224 -0
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  243. package/skills/android-native-dev/SKILL.md +878 -0
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  272. package/skills/app-store-optimization/scripts/aso_scorer.py +482 -0
  273. package/skills/app-store-optimization/scripts/competitor_analyzer.py +577 -0
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  278. package/skills/app-store-optimization/scripts/review_analyzer.py +714 -0
  279. package/skills/arcane-add/SKILL.md +47 -0
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@@ -0,0 +1,71 @@
1
+ # Anti-Aliasing Detailed Reference
2
+
3
+ ## Prerequisites
4
+ - Understanding of screen-space derivatives (`dFdx`, `dFdy`, `fwidth`)
5
+ - Multipass buffer setup (for TAA)
6
+ - Basic signal processing concepts
7
+
8
+ ## Sampling Theory (Nyquist)
9
+
10
+ The **Nyquist-Shannon theorem** states: to accurately represent a signal, sampling rate must be ≥ 2× the highest frequency present. In shader terms:
11
+ - Pixel grid = sampling rate
12
+ - Procedural detail / edge sharpness = signal frequency
13
+ - When detail frequency > pixel frequency → aliasing (moiré, crawling edges)
14
+
15
+ **Solutions**: either increase sampling rate (SSAA) or reduce signal frequency (analytical AA, filtering).
16
+
17
+ ## SSAA Implementation Details
18
+
19
+ ### Jitter Patterns
20
+ - **Grid**: `offset = vec2(m, n) / AA - 0.5` — simple, uniform coverage
21
+ - **Rotated grid (RGSS)**: 4 samples at rotated positions — better edge coverage for near-horizontal/vertical lines
22
+ - **Halton sequence**: quasi-random low-discrepancy — best coverage for high sample counts
23
+
24
+ ### Performance
25
+ AA=2 (4 samples) is the practical limit for real-time SDF scenes. AA=3 (9 samples) for offline/screenshot quality only.
26
+
27
+ ## SDF Analytical AA Deep Dive
28
+
29
+ ### Why `fwidth` Works
30
+
31
+ `fwidth(d) = abs(dFdx(d)) + abs(dFdy(d))` approximates how much the SDF value changes across one pixel. Using this as the smoothstep width:
32
+ - Edge transition spans exactly ~1 pixel regardless of zoom level
33
+ - No texture sampling needed — purely analytical
34
+ - Works for any SDF shape
35
+
36
+ ### Signed Distance to Coverage
37
+
38
+ For a 2D SDF with value `d` at a pixel center:
39
+ ```
40
+ coverage ≈ clamp(0.5 - d / fwidth(d), 0.0, 1.0)
41
+ ```
42
+ This maps the signed distance to an approximate pixel coverage, equivalent to a box filter over the pixel footprint.
43
+
44
+ ## TAA with Neighborhood Clamping
45
+
46
+ Full TAA pipeline:
47
+ 1. **Jitter**: offset pixel center by Halton(2,3) sequence each frame
48
+ 2. **Render**: full scene at jittered position → Buffer A
49
+ 3. **Reproject**: use motion vectors to find previous frame's pixel for current position
50
+ 4. **Clamp**: restrict history color to the min/max of current frame's 3×3 neighborhood (prevents ghosting)
51
+ 5. **Blend**: `output = mix(current, clampedHistory, 0.9)`
52
+
53
+ ### Neighborhood Clamping
54
+ ```glsl
55
+ vec3 minCol = vec3(1e10), maxCol = vec3(-1e10);
56
+ for (int x = -1; x <= 1; x++)
57
+ for (int y = -1; y <= 1; y++) {
58
+ vec3 s = texelFetch(currentBuffer, ivec2(fragCoord) + ivec2(x,y), 0).rgb;
59
+ minCol = min(minCol, s);
60
+ maxCol = max(maxCol, s);
61
+ }
62
+ vec3 clampedHistory = clamp(history, minCol, maxCol);
63
+ ```
64
+
65
+ ## FXAA Algorithm Walkthrough
66
+
67
+ 1. **Luma computation**: Convert 5 samples (center + NSEW) to luminance
68
+ 2. **Edge detection**: `lumaRange = lumaMax - lumaMin` — skip if below threshold
69
+ 3. **Edge orientation**: Compare horizontal vs vertical luma gradients to determine edge direction
70
+ 4. **Sub-pixel blending**: Sample along the edge direction at 1/3 and 2/3 offsets
71
+ 5. **Quality**: The simplified version uses 2 taps; full FXAA 3.11 uses up to 12 taps along the edge for better endpoint detection
@@ -0,0 +1,571 @@
1
+ # Atmospheric & Subsurface Scattering — Detailed Reference
2
+
3
+ This document is a detailed supplement to [SKILL.md](SKILL.md), covering prerequisites, step-by-step explanations, mathematical derivations, variant details, and complete combination code examples.
4
+
5
+ ## Prerequisites
6
+
7
+ Foundational concepts required before using this Skill:
8
+
9
+ - **GLSL Fundamentals**: uniforms, varyings, built-in functions
10
+ - **Vector Math**: dot product, cross product, vector normalization
11
+ - **Ray-Sphere Intersection**: given a ray origin and direction, find the intersection distances with a sphere surface
12
+ - **Physical Meaning of Exponential Functions** (Beer-Lambert Law): light attenuates exponentially through a medium, `I = I₀ × e^(-σ×d)`, where σ is the extinction coefficient and d is the distance
13
+ - **Basic Ray Marching Concepts**: advancing step by step along a ray direction, accumulating information at each sample point
14
+
15
+ ## Core Principles
16
+
17
+ Atmospheric scattering simulates the process of photons passing through the atmosphere and colliding with gas molecules/aerosol particles, changing direction. There are three core physical mechanisms:
18
+
19
+ ### 1. Rayleigh Scattering (Molecular Scattering)
20
+
21
+ Caused by particles much smaller than the wavelength of light (nitrogen, oxygen molecules). **Short wavelengths (blue light) scatter much more strongly than long wavelengths (red light)** — this is why the sky is blue and sunsets are red.
22
+
23
+ The scattering coefficient is inversely proportional to the fourth power of wavelength:
24
+ ```
25
+ β_R(λ) ∝ 1/λ⁴
26
+ ```
27
+ Typical sea-level values for Earth: `β_R = vec3(5.5e-6, 13.0e-6, 22.4e-6)` (RGB channels, in m⁻¹)
28
+
29
+ **Rayleigh Phase Function** (describes the angular distribution of light scattering, symmetric front-to-back):
30
+ ```
31
+ P_R(θ) = 3/(16π) × (1 + cos²θ)
32
+ ```
33
+
34
+ ### 2. Mie Scattering (Aerosol Scattering)
35
+
36
+ Caused by particles roughly the same size as the wavelength of light (water droplets, dust). **Wavelength-independent (all colors scatter equally)**, but with strong forward scattering characteristics, forming the halo around the sun.
37
+
38
+ Typical sea-level values for Earth: `β_M = vec3(21e-6)` (same for all channels)
39
+
40
+ **Henyey-Greenstein Phase Function** (describes the strong forward scattering of Mie scattering):
41
+ ```
42
+ P_HG(θ, g) = (1 - g²) / (4π × (1 + g² - 2g·cosθ)^(3/2))
43
+ ```
44
+ Where `g ∈ (-1, 1)` controls forward scattering strength; typical Earth atmosphere value `g ≈ 0.76 ~ 0.88`.
45
+
46
+ ### 3. Beer-Lambert Attenuation
47
+
48
+ Exponential attenuation of light through a medium:
49
+ ```
50
+ T(A→B) = exp(-∫ σ_e(s) ds) // Transmittance from A to B
51
+ ```
52
+ Where `σ_e` is the extinction coefficient (extinction = scattering + absorption).
53
+
54
+ ### Overall Algorithm Flow
55
+
56
+ March along the view direction (ray march), at each sample point:
57
+ 1. Compute the atmospheric density at that point (decreases exponentially with altitude)
58
+ 2. Perform a second march toward the light source to compute the optical depth from the sun to that point
59
+ 3. Use Beer-Lambert to calculate the sun light intensity reaching that point
60
+ 4. Use the phase function to compute the amount of light scattered toward the camera
61
+ 5. Accumulate contributions from all sample points
62
+
63
+ ## Implementation Steps
64
+
65
+ ### Step 1: Ray-Sphere Intersection
66
+
67
+ **What**: Compute the intersection points of the view ray with the atmospheric shell to determine the ray march start/end range.
68
+
69
+ **Why**: The atmosphere is a spherical shell around the planet; we only integrate within the shell.
70
+
71
+ ```glsl
72
+ // Ray-sphere intersection, returns distances to two intersection points (t_near, t_far)
73
+ // p: ray origin (relative to sphere center), dir: ray direction, r: sphere radius
74
+ vec2 raySphereIntersect(vec3 p, vec3 dir, float r) {
75
+ float b = dot(p, dir);
76
+ float c = dot(p, p) - r * r;
77
+ float d = b * b - c;
78
+ if (d < 0.0) return vec2(1e5, -1e5); // No intersection
79
+ d = sqrt(d);
80
+ return vec2(-b - d, -b + d);
81
+ }
82
+ ```
83
+
84
+ Derivation: sphere equation `|p + t·dir|² = r²` expands to `t² + 2t·dot(p,dir) + dot(p,p) - r² = 0`. Since `dir` is normalized, `a=1` can be omitted, and the two t values are solved directly with the quadratic formula.
85
+
86
+ ### Step 2: Define Atmospheric Physical Constants
87
+
88
+ **What**: Set the scale parameters and scattering coefficients for the planet and atmosphere.
89
+
90
+ **Why**: These physical constants determine the sky's color characteristics. The different RGB values in Rayleigh produce the blue sky (blue channel has the largest scattering coefficient); Mie's uniform values produce white halos (all wavelengths scatter equally).
91
+
92
+ ```glsl
93
+ #define PLANET_RADIUS 6371e3 // Earth radius (m)
94
+ #define ATMOS_RADIUS 6471e3 // Atmosphere outer radius (m), about 100km above Earth's radius
95
+ #define PLANET_CENTER vec3(0.0) // Planet center position
96
+
97
+ // Scattering coefficients (m⁻¹), sea-level values
98
+ #define BETA_RAY vec3(5.5e-6, 13.0e-6, 22.4e-6) // Tunable: Rayleigh scattering, changes sky base color
99
+ #define BETA_MIE vec3(21e-6) // Tunable: Mie scattering, changes halo intensity
100
+ #define BETA_OZONE vec3(2.04e-5, 4.97e-5, 1.95e-6) // Tunable: ozone absorption, affects zenith deep blue
101
+
102
+ // Mie phase function anisotropy parameter
103
+ #define MIE_G 0.76 // Tunable: 0.76~0.88, larger = more concentrated sun halo
104
+
105
+ // Scale heights (m): altitude at which density drops to 1/e
106
+ #define H_RAY 8000.0 // Tunable: Rayleigh scale height, larger = thicker atmosphere
107
+ #define H_MIE 1200.0 // Tunable: Mie scale height, larger = higher haze layer
108
+
109
+ // Ozone parameters (optional)
110
+ #define H_OZONE 30e3 // Ozone peak altitude
111
+ #define OZONE_FALLOFF 4e3 // Ozone falloff width
112
+
113
+ // Sample step counts
114
+ #define PRIMARY_STEPS 32 // Tunable: primary ray steps, more = higher quality
115
+ #define LIGHT_STEPS 8 // Tunable: light direction steps
116
+ ```
117
+
118
+ Parameter tuning guide:
119
+ - Increase overall `BETA_RAY` → more vivid sky color
120
+ - Modify `BETA_RAY` RGB ratios → change sky base hue (e.g., increasing the red component produces a more purple sky)
121
+ - Increase `BETA_MIE` → brighter halo around the sun, more haze
122
+ - Increase `MIE_G` → halo more concentrated toward the sun direction (narrower disk)
123
+ - Increase `H_RAY` → effective atmosphere thickness increases, sky color more uniform
124
+ - Increase `H_MIE` → haze layer higher, low-altitude fog effect weakened
125
+
126
+ ### Step 3: Implement Phase Functions
127
+
128
+ **What**: Compute the probability distribution of light being scattered at different angles.
129
+
130
+ **Why**: The Rayleigh phase is symmetrically distributed (scatters both forward and backward); the Mie phase is strongly biased forward. This determines the brightness distribution across the sky — brighter facing the sun (Mie dominant), with some brightness away from the sun (Rayleigh dominant).
131
+
132
+ ```glsl
133
+ // Rayleigh phase function: symmetric front-to-back
134
+ float phaseRayleigh(float cosTheta) {
135
+ return 3.0 / (16.0 * 3.14159265) * (1.0 + cosTheta * cosTheta);
136
+ }
137
+
138
+ // Henyey-Greenstein phase function: forward scattering
139
+ // g: anisotropy parameter, 0 = isotropic, close to 1 = strong forward scattering
140
+ float phaseMie(float cosTheta, float g) {
141
+ float gg = g * g;
142
+ float num = (1.0 - gg) * (1.0 + cosTheta * cosTheta);
143
+ float denom = (2.0 + gg) * pow(1.0 + gg - 2.0 * g * cosTheta, 1.5);
144
+ return 3.0 / (8.0 * 3.14159265) * num / denom;
145
+ }
146
+ ```
147
+
148
+ Note: the Mie phase function here uses the Cornette-Shanks improved version (with an additional `(1 + cos²θ)` term in the numerator and `(2 + g²)` normalization correction in the denominator), which is more physically accurate than the original HG.
149
+
150
+ ### Step 4: Atmospheric Density Sampling
151
+
152
+ **What**: Compute the atmospheric particle density at a given point based on altitude.
153
+
154
+ **Why**: Atmospheric density decreases exponentially with altitude, and different components (Rayleigh, Mie, ozone) have different decay rates. Rayleigh particles (gas molecules) have a scale height of about 8km, Mie particles (aerosols) are concentrated in the lower layer with a scale height of about 1.2km, and ozone peaks at approximately 30km altitude.
155
+
156
+ ```glsl
157
+ // Returns vec3(rayleigh_density, mie_density, ozone_density)
158
+ vec3 atmosphereDensity(vec3 pos, float planetRadius) {
159
+ float height = length(pos) - planetRadius;
160
+
161
+ float densityRay = exp(-height / H_RAY);
162
+ float densityMie = exp(-height / H_MIE);
163
+
164
+ // Ozone: peaks at ~30km altitude, approximated with Lorentzian distribution
165
+ float denom = (H_OZONE - height) / OZONE_FALLOFF;
166
+ float densityOzone = (1.0 / (denom * denom + 1.0)) * densityRay;
167
+
168
+ return vec3(densityRay, densityMie, densityOzone);
169
+ }
170
+ ```
171
+
172
+ Mathematical explanation of ozone distribution: `1/(x² + 1)` is the form of a Lorentzian/Cauchy distribution, reaching its maximum value of 1 at `x=0` (i.e., `height = H_OZONE`), then symmetrically decaying on both sides. Multiplying by `densityRay` accounts for ozone also being affected by the overall atmospheric density decrease.
173
+
174
+ ### Step 5: Light Direction Optical Depth
175
+
176
+ **What**: From a sample point on the primary ray, march toward the sun to the atmosphere edge, accumulating optical depth.
177
+
178
+ **Why**: This determines how much the sunlight has been attenuated before reaching that point. At sunset, the light path passes through more atmosphere, and blue light is scattered away (because Rayleigh scattering coefficient's blue component is largest), leaving only red light — this is the physical reason sunsets are red.
179
+
180
+ ```glsl
181
+ // Compute optical depth from pos along sunDir to the atmosphere edge
182
+ vec3 lightOpticalDepth(vec3 pos, vec3 sunDir) {
183
+ float atmoDist = raySphereIntersect(pos - PLANET_CENTER, sunDir, ATMOS_RADIUS).y;
184
+ float stepSize = atmoDist / float(LIGHT_STEPS);
185
+ float rayPos = stepSize * 0.5;
186
+
187
+ vec3 optDepth = vec3(0.0); // (ray, mie, ozone)
188
+
189
+ for (int i = 0; i < LIGHT_STEPS; i++) {
190
+ vec3 samplePos = pos + sunDir * rayPos;
191
+ float height = length(samplePos - PLANET_CENTER) - PLANET_RADIUS;
192
+
193
+ // If sample point is below the surface, it's occluded by the planet
194
+ if (height < 0.0) return vec3(1e10); // Fully occluded
195
+
196
+ vec3 density = atmosphereDensity(samplePos, PLANET_RADIUS);
197
+ optDepth += density * stepSize;
198
+
199
+ rayPos += stepSize;
200
+ }
201
+ return optDepth;
202
+ }
203
+ ```
204
+
205
+ `stepSize * 0.5` as the starting offset is the midpoint sampling rule, which approximates the integral more accurately than endpoint sampling.
206
+
207
+ ### Step 6: Primary Scattering Integral (Core Loop)
208
+
209
+ **What**: Ray march along the view direction, computing the in-scattering contribution at each sample point and accumulating.
210
+
211
+ **Why**: This is the core of the entire algorithm — integrating all scattered light along the view direction that reaches the eye. Each point's contribution = sunlight reaching that point × density at that point × attenuation from that point to the camera.
212
+
213
+ Mathematical expression:
214
+ ```
215
+ L(camera) = ∫[tStart→tEnd] sunIntensity × T(sun→s) × σ_s(s) × P(θ) × T(s→camera) ds
216
+ ```
217
+ Where T is transmittance, σ_s is the scattering coefficient, and P is the phase function.
218
+
219
+ ```glsl
220
+ vec3 calculateScattering(
221
+ vec3 rayOrigin, // Camera position
222
+ vec3 rayDir, // View direction
223
+ float maxDist, // Maximum distance (scene occlusion)
224
+ vec3 sunDir, // Sun direction
225
+ vec3 sunIntensity // Sun intensity
226
+ ) {
227
+ // Compute ray-atmosphere intersection
228
+ vec2 atmoHit = raySphereIntersect(rayOrigin - PLANET_CENTER, rayDir, ATMOS_RADIUS);
229
+ if (atmoHit.x > atmoHit.y) return vec3(0.0); // Missed atmosphere
230
+
231
+ // Compute ray-planet intersection (ground occlusion)
232
+ vec2 planetHit = raySphereIntersect(rayOrigin - PLANET_CENTER, rayDir, PLANET_RADIUS);
233
+
234
+ // Determine march range
235
+ float tStart = max(atmoHit.x, 0.0);
236
+ float tEnd = atmoHit.y;
237
+ if (planetHit.x > 0.0) tEnd = min(tEnd, planetHit.x); // Ground occlusion
238
+ tEnd = min(tEnd, maxDist); // Scene object occlusion
239
+
240
+ float stepSize = (tEnd - tStart) / float(PRIMARY_STEPS);
241
+
242
+ // Precompute phase functions (view-sun angle is constant along the entire ray)
243
+ float cosTheta = dot(rayDir, sunDir);
244
+ float phaseR = phaseRayleigh(cosTheta);
245
+ float phaseM = phaseMie(cosTheta, MIE_G);
246
+
247
+ // Accumulators
248
+ vec3 totalRay = vec3(0.0); // Rayleigh in-scatter
249
+ vec3 totalMie = vec3(0.0); // Mie in-scatter
250
+ vec3 optDepthI = vec3(0.0); // View direction optical depth (ray, mie, ozone)
251
+
252
+ float rayPos = tStart + stepSize * 0.5;
253
+
254
+ for (int i = 0; i < PRIMARY_STEPS; i++) {
255
+ vec3 samplePos = rayOrigin + rayDir * rayPos;
256
+
257
+ // 1. Sample density
258
+ vec3 density = atmosphereDensity(samplePos, PLANET_RADIUS) * stepSize;
259
+ optDepthI += density;
260
+
261
+ // 2. Compute light direction optical depth
262
+ vec3 optDepthL = lightOpticalDepth(samplePos, sunDir);
263
+
264
+ // 3. Beer-Lambert attenuation: total attenuation from sun through this point to camera
265
+ vec3 tau = BETA_RAY * (optDepthI.x + optDepthL.x)
266
+ + BETA_MIE * 1.1 * (optDepthI.y + optDepthL.y) // 1.1 is Mie extinction/scattering ratio
267
+ + BETA_OZONE * (optDepthI.z + optDepthL.z);
268
+ vec3 attenuation = exp(-tau);
269
+
270
+ // 4. Accumulate in-scattering
271
+ totalRay += density.x * attenuation;
272
+ totalMie += density.y * attenuation;
273
+
274
+ rayPos += stepSize;
275
+ }
276
+
277
+ // 5. Final color = scattering coefficient × phase function × accumulated scattering
278
+ return sunIntensity * (
279
+ totalRay * BETA_RAY * phaseR +
280
+ totalMie * BETA_MIE * phaseM
281
+ );
282
+ }
283
+ ```
284
+
285
+ Key detail explanations:
286
+ - `1.1` is the Mie extinction/scattering ratio: Mie particles not only scatter light but also absorb a small amount, so the extinction coefficient ≈ 1.1 × scattering coefficient
287
+ - `optDepthI` records all three components simultaneously for correctly compositing all extinction contributions in the attenuation calculation
288
+ - Phase functions are precomputed outside the loop because the angle between view and sun directions is constant along the entire ray
289
+
290
+ ### Step 7: Tone Mapping and Output
291
+
292
+ **What**: Apply tone mapping and gamma correction to the HDR scattering results.
293
+
294
+ **Why**: The scattering calculation outputs HDR linear values (potentially much greater than 1.0), which must be mapped to [0,1] for display. Different tonemapping methods affect the final look:
295
+
296
+ - **Exposure mapping `1 - exp(-x)`**: simplest, naturally saturates and never overexposes, but limited highlight detail
297
+ - **Reinhard**: preserves more highlight detail, suitable for high dynamic range scenes
298
+ - **ACES**: cinematic tone mapping, richer colors but more complex implementation
299
+
300
+ ```glsl
301
+ // Method 1: Simple exposure mapping (most common)
302
+ vec3 tonemapExposure(vec3 color) {
303
+ return 1.0 - exp(-color); // Natural saturation, never overexposes
304
+ }
305
+
306
+ // Method 2: Reinhard (preserves more highlight detail)
307
+ vec3 tonemapReinhard(vec3 color) {
308
+ float l = dot(color, vec3(0.2126, 0.7152, 0.0722));
309
+ vec3 tc = color / (color + 1.0);
310
+ return mix(color / (l + 1.0), tc, tc);
311
+ }
312
+
313
+ // Gamma correction
314
+ vec3 gammaCorrect(vec3 color) {
315
+ return pow(color, vec3(1.0 / 2.2));
316
+ }
317
+ ```
318
+
319
+ Reinhard implementation detail: uses a blend of luminance `l` (perceptually weighted) and per-channel mapping `tc`, balancing color fidelity and highlight detail.
320
+
321
+ ## Variant Details
322
+
323
+ ### Variant 1: Non-Physical Analytical Approximation (No Ray March)
324
+
325
+ **Difference from the base version**: No ray marching at all — uses analytical functions to simulate sky color with extremely high performance. Not based on physical scattering equations, but uses empirical formulas to simulate visual effects.
326
+
327
+ **Use cases**: Mobile platforms, backgrounds, scenes with low physical accuracy requirements.
328
+
329
+ **How it works**:
330
+ - `zenithDensity` simulates atmospheric density variation with viewing angle (denser looking toward the horizon)
331
+ - `getSkyAbsorption` uses `exp2` to simulate atmospheric absorption (similar to Beer-Lambert)
332
+ - `getMie` uses distance falloff + smoothstep to simulate the sun halo
333
+ - The final blend considers the sun altitude's effect on the overall sky color tone
334
+
335
+ **Performance comparison**: No loops, no ray march — only a small amount of math per pixel, 10-50x faster than the base version.
336
+
337
+ ### Variant 2: With Ozone Absorption Layer
338
+
339
+ **Difference from the base version**: Adds ozone absorption as a third component, making the zenith deeper blue and introducing subtle purple tones at sunset.
340
+
341
+ **Use cases**: Pursuing more physically accurate sky colors.
342
+
343
+ **Physical principle**: Ozone primarily absorbs in the Chappuis band (500-700nm, i.e., green and red), which makes the zenith direction (short light path, remaining light after Rayleigh scattering is filtered by ozone) appear deeper blue. At sunset, the long light path makes ozone absorption more significant — after red is Rayleigh-scattered and green is ozone-absorbed, only blue-purple tones remain.
344
+
345
+ **Key modification**: Set `BETA_OZONE` to a non-zero value in the complete template to enable — already built-in.
346
+
347
+ ### Variant 3: Subsurface Scattering (SSS)
348
+
349
+ **Difference from the base version**: Scatters inside a semi-transparent object rather than in the atmosphere. Estimates object thickness via SDF and controls light transmission with thickness.
350
+
351
+ **Use cases**: Candles, skin, jelly, leaves, and other translucent materials.
352
+
353
+ **How it works**:
354
+ 1. Use Snell's law (`refract`) to calculate the refracted direction after light enters the object
355
+ 2. March along the refracted direction in the SDF, accumulating negative distance values (SDF is negative inside the object)
356
+ 3. Greater accumulated negative value means a thicker object, less light transmission
357
+ 4. Use a power function to control the attenuation curve (`pow` parameter is tunable)
358
+
359
+ **Tunable parameters**:
360
+ - IOR (index of refraction): 1.3 (water) ~ 1.5 (glass) ~ 2.0 (gemstone), affects refraction angle
361
+ - `MAX_SCATTER`: maximum scatter march distance, affects SSS penetration depth
362
+ - `SCATTER_STRENGTH`: scattering intensity multiplier
363
+ - Step size 0.2: smaller = more accurate but slower
364
+
365
+ **Usage**:
366
+ ```glsl
367
+ float ss = max(0.0, subsurface(hitPos, viewDir, normal));
368
+ vec3 sssColor = albedo * smoothstep(0.0, 2.0, pow(ss, 0.6));
369
+ finalColor = mix(lambertian, sssColor, 0.7) + specular;
370
+ ```
371
+
372
+ ### Variant 4: LUT Precomputation Pipeline (Production-Grade)
373
+
374
+ **Difference from the base version**: Precomputes Transmittance, Multiple Scattering, and Sky-View into separate LUT textures; at runtime only performs lookups, with extremely high frame rates.
375
+
376
+ **Use cases**: Production-grade sky rendering in game engines and real-time applications requiring high frame rates.
377
+
378
+ **Architecture details**:
379
+
380
+ - **Buffer A (Transmittance LUT)**: 256x64 texture, parameterized by (sunCosZenith, height), storing transmittance from a certain height along a direction to the atmosphere edge. This is the most fundamental LUT; all other LUTs depend on it.
381
+
382
+ - **Buffer B (Multiple Scattering LUT)**: 32x32 texture, precomputing multiple scattering contributions. Single scattering is not accurate enough — in the real atmosphere, light is scattered multiple times. This LUT uses an iterative method to approximate the cumulative effect of multiple scattering.
383
+
384
+ - **Buffer C (Sky-View LUT)**: 200x200 texture, storing sky colors for all directions. Uses nonlinear height mapping to allocate more precision to the horizon region (where color changes are most dramatic).
385
+
386
+ - **Image Pass**: Only looks up the Sky-View LUT + overlays the sun disk; each pixel requires only one texture query.
387
+
388
+ ```glsl
389
+ // Transmittance LUT query (from Hillaire 2020 implementation)
390
+ vec3 getValFromTLUT(sampler2D tex, vec2 bufferRes, vec3 pos, vec3 sunDir) {
391
+ float height = length(pos);
392
+ vec3 up = pos / height;
393
+ float sunCosZenithAngle = dot(sunDir, up);
394
+ vec2 uv = vec2(
395
+ 256.0 * clamp(0.5 + 0.5 * sunCosZenithAngle, 0.0, 1.0),
396
+ 64.0 * max(0.0, min(1.0, (height - groundRadiusMM) / (atmosphereRadiusMM - groundRadiusMM)))
397
+ );
398
+ uv /= bufferRes;
399
+ return texture(tex, uv).rgb;
400
+ }
401
+ ```
402
+
403
+ **Performance**: The Image Pass is nearly O(1); all heavy computation is done in low-resolution LUTs. LUTs can be incrementally updated as the sun angle changes.
404
+
405
+ ### Variant 5: Analytical Fast Atmosphere (No Ray March but Supports Aerial Perspective)
406
+
407
+ **Difference from the base version**: Uses analytical exponential approximations instead of ray marching, while supporting distance-attenuated aerial perspective effects.
408
+
409
+ **Use cases**: Game scenes requiring atmospheric perspective without per-pixel ray marching.
410
+
411
+ **How it works**:
412
+ - `getRayleighMie` uses `1 - exp(-x)` form to approximate the scattering integral (analytical solution based on Beer-Lambert)
413
+ - `getLightTransmittance` uses multiple exponential term superposition to approximate optical depth at different sun altitudes
414
+ - No loops required — only a fixed number of math operations per pixel
415
+
416
+ ```glsl
417
+ // Based on Felix Westin's Fast Atmosphere
418
+ void getRayleighMie(float opticalDepth, float densityR, float densityM, out vec3 R, out vec3 M) {
419
+ vec3 C_RAYLEIGH = vec3(5.802, 13.558, 33.100) * 1e-6;
420
+ vec3 C_MIE = vec3(3.996e-6);
421
+ R = (1.0 - exp(-opticalDepth * densityR * C_RAYLEIGH / 2.5)) * 2.5;
422
+ M = (1.0 - exp(-opticalDepth * densityM * C_MIE / 0.5)) * 0.5;
423
+ }
424
+
425
+ // Analytical approximation of light transmittance (replaces ray march)
426
+ vec3 getLightTransmittance(vec3 lightDir) {
427
+ vec3 C_RAYLEIGH = vec3(5.802, 13.558, 33.100) * 1e-6;
428
+ vec3 C_MIE = vec3(3.996e-6);
429
+ vec3 C_OZONE = vec3(0.650, 1.881, 0.085) * 1e-6;
430
+ float extinction = exp(-clamp(lightDir.y + 0.05, 0.0, 1.0) * 40.0)
431
+ + exp(-clamp(lightDir.y + 0.5, 0.0, 1.0) * 5.0) * 0.4
432
+ + pow(clamp(1.0 - lightDir.y, 0.0, 1.0), 2.0) * 0.02
433
+ + 0.002;
434
+ return exp(-(C_RAYLEIGH + C_MIE + C_OZONE) * extinction * 1e6);
435
+ }
436
+ ```
437
+
438
+ **Mathematical basis of the analytical approximation**: Treating the atmosphere as a single uniform layer, the scattering integral `∫ e^(-σx) dx` has the analytical solution `(1 - e^(-σL)) / σ`. The `2.5` and `0.5` in the code are empirical scaling factors to make the analytical result visually approximate a full ray march.
439
+
440
+ ## Performance Optimization Details
441
+
442
+ ### Bottleneck 1: Nested Ray March (O(N×M) Samples)
443
+
444
+ N primary ray steps × M light direction steps per step = N×M density calculations.
445
+
446
+ **Optimization approaches**:
447
+ - **Reduce step counts**: Use `PRIMARY_STEPS=12, LIGHT_STEPS=4` on mobile; visual difference is small but performance improvement is significant
448
+ - **Analytical approximation**: Replace the light direction ray march with the Fast Atmosphere approach, reducing complexity from O(N×M) to O(N)
449
+ - **Transmittance LUT**: After precomputation, runtime only performs lookups, reducing complexity to O(N) or even O(1)
450
+
451
+ ### Bottleneck 2: Dense exp() and pow() Calls
452
+
453
+ Multiple exponential function calls at each sample point — these are relatively expensive operations on GPUs.
454
+
455
+ **Optimization approaches**:
456
+ - Replace Henyey-Greenstein phase function with Schlick approximation:
457
+ ```glsl
458
+ // Schlick approximation, only 1 division, no pow
459
+ float k = 1.55 * g - 0.55 * g * g * g;
460
+ float phaseSchlick = (1.0 - k * k) / (4.0 * PI * pow(1.0 + k * cosTheta, 2.0));
461
+ ```
462
+ - Combine multiple exp calls: `exp(a) * exp(b) = exp(a+b)`, reducing exp call count
463
+ - Use `exp2` instead of `exp` in scenarios with lower precision requirements (exp2 is faster on some GPUs)
464
+
465
+ ### Bottleneck 3: Full-Screen Per-Pixel Computation
466
+
467
+ Each pixel independently computes the full scattering.
468
+
469
+ **Optimization approaches**:
470
+ - **Sky-View LUT**: Render the sky to a low-resolution LUT (e.g., 200x200), then look up at full resolution. Allocate more resolution near the horizon (nonlinear mapping)
471
+ - **Half-resolution rendering**: Compute scattering at half resolution, then bilinearly upsample. For sky — a low-frequency signal — quality loss is minimal
472
+
473
+ ### Bottleneck 4: High Sample Count Needed to Avoid Banding
474
+
475
+ Low step counts lead to visible banding artifacts.
476
+
477
+ **Optimization approaches**:
478
+ - **Non-uniform stepping**: `newT = ((i + 0.3) / numSteps) * tMax`, offset by 0.3 instead of 0.5 to reduce visual artifacts
479
+ - **Jittered start offset**: `startOffset += hash(fragCoord) * stepSize`, randomly offsetting the march start per pixel
480
+ - **Temporal blue noise dithering**: Use temporal blue noise to jitter sample positions across frames; combined with TAA, banding is nearly eliminated
481
+
482
+ ## Combination Suggestions
483
+
484
+ ### 1. Atmospheric Scattering + Volumetric Clouds
485
+
486
+ Atmospheric scattering provides sky background color and light source color; volumetric cloud lighting uses the atmospheric transmittance to determine the sun light color reaching the cloud layer.
487
+
488
+ Key integration points:
489
+ - Setting the `maxDist` parameter of the atmospheric scattering function to the cloud layer distance achieves correct pre-cloud atmospheric effects
490
+ - During cloud layer rendering, use the transmittance LUT to get the sun light color upon reaching the cloud layer
491
+ - Sky color behind clouds should be the full atmospheric scattering result
492
+
493
+ ```glsl
494
+ // Pseudo-code example
495
+ float cloudDist = rayMarchClouds(rayOrigin, rayDir);
496
+ vec3 cloudColor = calculateCloudLighting(cloudPos, sunDir, transmittance);
497
+ vec3 skyBehind = calculateScattering(rayOrigin, rayDir, 1e12, sunDir, sunIntensity);
498
+ vec3 skyBeforeCloud = calculateScattering(rayOrigin, rayDir, cloudDist, sunDir, sunIntensity);
499
+
500
+ // Compositing: pre-cloud atmosphere + cloud × cloud opacity + post-cloud sky × transmittance
501
+ vec3 final = skyBeforeCloud + cloudColor * cloudAlpha + skyBehind * (1.0 - cloudAlpha) * atmosphereTransmittance;
502
+ ```
503
+
504
+ ### 2. Atmospheric Scattering + SDF Scene
505
+
506
+ Pass the SDF ray march hit distance as the `maxDist` parameter to `calculateScattering()`, and the scene color as `sceneColor`, to automatically get aerial perspective effects.
507
+
508
+ ```glsl
509
+ // SDF ray march yields hit information
510
+ float hitDist = sdfRayMarch(rayOrigin, rayDir);
511
+ vec3 sceneColor = shadeSurface(hitPos, normal, lightDir);
512
+
513
+ // Atmospheric scattering automatically handles perspective
514
+ vec3 final = calculateScattering(
515
+ rayOrigin, rayDir, hitDist,
516
+ sceneColor, sunDir, SUN_INTENSITY
517
+ );
518
+ ```
519
+
520
+ ### 3. Atmospheric Scattering + God Rays
521
+
522
+ Adding an occlusion parameter in the scattering integral (via shadow map or additional ray march for occlusion detection) can produce volumetric light beam effects.
523
+
524
+ ```glsl
525
+ // Add occlusion detection in the main loop
526
+ for (int i = 0; i < PRIMARY_STEPS; i++) {
527
+ // ... density sampling ...
528
+
529
+ // God rays: check if sample point is occluded
530
+ float occlusion = 1.0;
531
+ if (sdfScene(samplePos + sunDir * 0.1) < 0.0) {
532
+ occlusion = 0.0; // Occluded by scene object, no in-scattering
533
+ }
534
+
535
+ totalRay += density.x * attenuation * occlusion;
536
+ totalMie += density.y * attenuation * occlusion;
537
+ }
538
+ ```
539
+
540
+ The Fast Atmosphere example implements this functionality through the `occlusion` parameter.
541
+
542
+ ### 4. Atmospheric Scattering + Terrain Rendering
543
+
544
+ Use aerial perspective: distant terrain colors blend into atmospheric scattering color based on distance.
545
+
546
+ Key formula:
547
+ ```glsl
548
+ // Basic aerial perspective
549
+ vec3 finalColor = terrainColor * transmittance + inscattering;
550
+
551
+ // transmittance: atmospheric transmittance from camera to terrain point
552
+ // inscattering: scattered light between camera and terrain point
553
+ // Distant objects: transmittance → 0, inscattering dominates → appears blue/gray
554
+ ```
555
+
556
+ ### 5. SSS + PBR Materials
557
+
558
+ Combine subsurface scattering with GGX microsurface specular and Fresnel reflection. SSS contribution replaces part of the diffuse (via mix), with the specular layer added on top:
559
+
560
+ ```glsl
561
+ // Complete PBR + SSS shading
562
+ float fresnel = pow(max(0.0, 1.0 + dot(normal, viewDir)), 5.0);
563
+ vec3 diffuse = mix(lambert, sssContribution, 0.7); // SSS replaces part of diffuse
564
+ vec3 final = ambient + albedo * diffuse + specular + fresnel * envColor;
565
+ ```
566
+
567
+ Layering logic:
568
+ 1. Bottom layer: ambient light
569
+ 2. Diffuse layer: blend of Lambert and SSS (SSS allows light to pass through dark sides)
570
+ 3. Specular layer: GGX microsurface reflection
571
+ 4. Fresnel layer: enhanced environment reflection at grazing angles