alright as you can see it is a multi pass shader and the GroundFromSpace is already working. SkyFromSpace is producing only a white sphere. And I wonder if I applied it correctly:
Draw your planet using the GroundFromSpace shader first
Then change your rasterizer state so it culls front faces instead of back faces.
Then draw the atmosphere sphere using the AtmosphereFromSpace shader.
Since your culling is inverted, only the back half of the sphere will be drawn.
Pixels behind the planet will not be drawn because they will fail the depth test.
Then I am trying to make Textures working on it correctly and of course transform. If someone feels like jumping in, you’re welcome!
hey thx hadasi this looks cool. i hope to give it a try one day. who got the skyfromspapce working and can make dx11 screenshots? ;) i was wondering if i have to use the draw geometry nodes in a specific way… i think i gonna get me a dx11 book. found one with a skinning shader as well… stoping the try and error headage
@everyoneishappy: yes thats it. i gonna check it out. had already a quick look on the examples that are online… another crazy resource i discovered is the ‘space game engine’ with lots of accessible opengl shaders in the folder.