Rendering the Sky, Sunsets, and Planets
This article explores atmospheric scattering in shaders to render realistic skies and planetary atmospheres. It details the step-by-step implementation of Rayleigh and Mie scattering, ozone absorption, and the use of LUTs for performance optimization. The guide explains integrating these effects as post-processing into WebGL scenes to create accurate lighting, sunsets, and volumetric fog.
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