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Allowing DirectionalLight3D to have a tiling projector texture drawn in world coordinates (with UV offset and UV scale parameters) is likely the easiest solution. You could then animate the UV offset and/or scale to make the cloud shadow move over time. In the meantime, you can use a large Decal with a NoiseTexture that spans the whole scene (see https://github.com/Calinou/godotcon-2021-decals). This Decal can be moved and rotated with an AnimationPlayer. The downside is that unless you use the decal Cull Mask property creatively, interior/shaded areas will also receive cloud shadows. |
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I have been experimenting with different ways to implement cloud shadows into a 3D scene in Godot 4, and frankly, the experience has been an exercise in frustration. Here are some observations:
I don't really have a solid proposal for how this should be handled, as I don't know enough about the internals of Godot's renderer to suggest a feasible solution. That said, my gut tells me this seems like the sort of broadly useful feature that would fit into WorldEnvironment, and falls within the sort of feature list that environment artists probably shouldn't have to write a custom shader for. I'd welcome any suggestions on how to implement this, and hope this sparks some talk about the topic.
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