Capturing that dusky moment from sunset to twilight in URP - Volumetric clouds & planar reflections made with shader graph

Following up one meditative, relaxing scene with another one, I hope! Volume on and de-stress as the stars come out!

Made this scene to showcase a procedural volumetric clouds shader made in Unity URP with the help of shader graph. The water shader also demonstrates realtime planar reflections in URP. The clouds are plane meshes made via script and stacked to add ‘volume’ to clouds. The shader then layers procedural noise nodes to generate their texture, shape, tiling & gradient mapping. A lut texture is then based off a gradient for some ambient coloring. The clouds also have a faked sub-surface scattering effect.

The planar reflections is achieved with Unity’s Boat Attack demo implementation which outputs a render texture which can then be combined with view direction in shader graph. The water's normal mapping is also generated from this. The water also has a trochoidal / gerstner wave vertex displacement for the ocean waves but I toned this down so the shadows wouldn't look too distracting.

All this is topped off with some scripted post-processing effects applied for bloom, post exposure, white balance temperature and saturation. Shooting star is an emissive particle effect with trail.

Asset credits, tutorial link and details here.

/r/Unity3D Thread Link - v.redd.it