Physics Cloud Renderer is a renderer that can draw clouds close to physical behavior. Suitable for operation in linear color space or UniversalRP / HDRP environment.

Create Physics Cloud Renderer

To create a new Physics Cloud Renderer, select Assets->Create->Mewlist->MassiveClouds->Physics Cloud Renderer from the main menu or the context menu of the project view.


Cloud Intensity

  • Cloud Intensity Adjustment (Controlled from AtmosPad)
    • Fine-tune the lighting for clouds

Sun Lighting

Auto Mode

Reflects the Directional Light setting of the scene.

Manual Mode

  • Rotation
    • Direction of the sun
  • Intensity
    • Sun brightness
  • Color
    • Sunlight color

Moon Lighting

Auto mode

Lets the Transform of a particular object in the scene be the light direction of the moon.

  • Intensity
    • Moon brightness
  • Color
    • Moonlight color

Manual mode

  • Rotation
    • Direction of the moon
  • Intensity
    • Moon brightness
  • Color
    • Moonlight color

Ambient Lighting

Auto mode

The color specified in the AmbientProbe or RenderSettings of the scene is treated as ambient light.

  • Pivot
    • Adjust how the ambient light hits the clouds.
  • Luminance Fix
    • Adjust the brightness of the ambient light.

Manual mode

  • Pivot
    • Adjust how the ambient light hits the clouds.
  • Luminance Fix
    • Adjust the brightness of the ambient light.
  • Sky Color (Controlled from AtmosPad)
    • Upward ambient light.
  • Equator Color (Controlled from AtmosPad)
    • Horizontal ambient light.
  • Ground Color (Controlled from AtmosPad)
    • Downward ambient light.


  • Enabled
    • Draw a built-in skybox.
  • Sky Exposure
    • Brightness of the sky.
  • Ground Color
    • The color of light reflected from the surface of the earth.
  • Saturation
    • Skybox saturation.
  • Atmosphere Thickness
    • Atmospheric thickness.
  • Gradation
    • Emphasis of light in the direction of the sun.


  • Texture
    • Specifies the Cubemap to draw in Skybox. If not specified, nothing will be drawn.
  • Exposure
    • Adjusts the brightness of the HDRI.
  • Mix
    • Specifies the ratio of combining procedural skybox and HDRI.




There are two layers for drawing clouds.

  • Main Cloud
    • This is the main cloud layer. Affects the drawing of shaft effects, god-ray effects and shadows.
  • Layered Cloud
    • This layer is for drawing the upper clouds. Does not affect shaft effect, shadows or god-ray effects.

Lighting settings

  • Profile (Controlled from AtmosPad)
    • Apply clouds to the layer by specifying a cloud profile.
  • Density Adjustment (Controlled from AtmosPad)
    • Cloud density.
  • Scattering (Controlled from AtmosPad)
    • Cloud scattering intensity.
    • Check to override the setting value of Cloud Profile.
  • Shading (Controlled from AtmosPad)
    • Cloud shadow adjustment. The smaller the value, the more the outline is emphasized, and the larger the value, the more the shadow against the light source is emphasized.
    • Check to override the setting value of Cloud Profile.
  • Shading Distance (Controlled from AtmosPad)
    • Cloud shade intensity.
    • Check to override the setting value of Cloud Profile.

Animation settings

  • Scroll Velocity
    • Scroll speed.
  • Phase
    • Phase of detail element.

Quality settings

  • Resolution
    • Cloud layer resolution scale for screen resolution.



Atmospheric Scattering

  • Atmosphere (Controlled from AtmosPad)
    • Atmospheric scattering intensity.
  • Shadow (Controlled from AtmosPad)
    • The intensity of the shadow cast by the clouds on the Main Layer.
  • Sun Shaft (Controlled from AtmosPad)
    • Lens shaft strength against sunlight.


  • Atmosphere Coloring (Controlled from AtmosPad)
    • Atmospheric scattered light coloring intensity. The larger this value is, the more the color changes to Atmosphere Color.
  • Atmosphere Color (Controlled from AtmosPad)
    • Correction color for atmospheric scattered light.
  • Atmosphere High Light Coloring (Controlled from AtmosPad)
    • Color intensity of scattered light in the direction of the light source. The larger this value, the more the color changes to the color specified by Atmosphere High Light Color.
  • Atmosphere High Light Color (Controlled from AtmosPad)
    • Corrected color of atmospheric scattered light toward the light source.

Cloud Interaction

  • Cloud Occlusion (Controlled from AtmosPad)
    • Shielding strength of atmospheric scattered light by clouds.
  • Cloud Atmospheric (Controlled from AtmosPad)
    • The degree of influence of atmospheric scattered light on clouds.

God Ray

  • God Ray (Controlled from AtmosPad)
    • Strength of Godley effect.
  • God Ray Start Distance (Controlled from AtmosPad)
    • The starting distance of the Godley effect.


  • Shaft Quality
    • Sun Shaft calculation accuracy.
  • God Ray Quality
    • Calculation accuracy of Godley effect. Please specify a large value for Godray because it is easy for noise to ride.
  • Resolution
    • Drawing resolution scale for atmospheric scattering effects on screen resolution.
  • Screen Blending
    • Switch between additive composition and screen composition. Used to suppress overexposure in the rendered result.




  • Ground Height (Controlled from AtmosPad)
    • The height to start the fog fade.
  • Range (Controlled from AtmosPad)
    • Height fog fade distance.
  • Density (Controlled from AtmosPad)
    • Fog depth.


  • Coloring (Controlled from AtmosPad)
    • The color of fog is automatically determined by the ambient light, but the larger this value, the more the color changes to the color specified in Color.
  • Color (Controlled from AtmosPad)
    • Fog color.
  • Scattering (Controlled from AtmosPad)
    • Fog scattering intensity.



  • Buffer Format
    • Render texture color format used by the renderer. The accuracy increases in the order of RGBA32 -> RGBAHalf -> RGBAFloat, but the memory used also increases. The higher the accuracy, the less likely Mach band will occur.
  • Sun Intensity Scale
    • Scale and adjust the intensity of sunlight.
  • Progressive
    • The larger the value, the more the Atmosphere drawing will be distributed over multiple frames.
  • Adaptive Sampling
    • When rendering Atmosphere, remove artifacts in areas with large Depth change.
  • Unity Qualities
    • Scales the render texture resolution according to the Unity Quality Settings value.
  • Forcing Full Quality
    • Render with the highest quality settings. It will be very expensive. If you check it during video rendering, you can get high quality rendering results.