[English] A lightweight, robust Unity Editor tool for generating, previewing, and exporting 3D Noise Textures (Volume Textures) specifically designed for Volumetric Cloud rendering.
[中文] 一个轻量的 Unity 编辑器工具,专为体积云渲染设计,用于生成、预览和导出 3D 噪声纹理(Volume Textures)。
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Verified Environment (已验证环境):
- Unity Version: 2022.3.62f1
- Graphics API: DirectX 11
- Pipeline: HDRP (High Definition Render Pipeline) (Note: Shader code is based on HDRP architecture. / 注:Shader 代码基于 HDRP 架构编写)
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Disclaimer (声明):
- This tool has currently only been tested on the specific version listed above.
- Compatibility with other Unity versions (e.g., Unity 6, 2021 LTS) or other Graphics APIs (Vulkan, Metal, OpenGL) is unknown and not guaranteed.
- 本工具目前仅在上述特定版本中进行过测试。
- 对于其他 Unity 版本(如 Unity 6, 2021 LTS)或其他图形 API(Vulkan, Metal, OpenGL)的兼容性未知,暂不提供保证。
If you simply want to use the tool without opening the Unity Editor, you can download the standalone executable.
如果您只想直接使用工具而不想打开 Unity 编辑器,可以直接下载独立运行版。
- Go to Releases: Click the Releases section on the right side of this page.
- 前往发布页: 点击页面右侧的 Releases 链接。
- Download: Find the latest version (e.g.,
v1.0) and download the.raror.zipfile (e.g.,VolumeCloudTools.rar).- 下载: 找到最新版本(如
v1.0),下载对应的压缩包(如VolumeCloudTools.rar)。 - Ignore the "Source code" zip files if you don't need the code.
- 注意:如果您不需要源码,请忽略 "Source code" 文件。
- 下载: 找到最新版本(如
- Run: Unzip the file and run the
.exeapplication inside.- 运行: 解压文件,直接运行其中的
.exe程序即可。
- 运行: 解压文件,直接运行其中的
If you want to use the tool inside your Unity project (as an Editor Window): 如果您需要在 Unity 项目内部使用此工具(作为编辑器窗口):
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Download Source: Click
Code->Download ZIP(or downloadSource code (zip)from Releases).- 下载源码: 点击 GitHub 页面绿色的
Code按钮 ->Download ZIP(或在 Releases 页面下载源码包)。
- 下载源码: 点击 GitHub 页面绿色的
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Install: Unzip the file, find the
VolumeCloudfolder, and drag it directly into your project'sAssetsdirectory.- 安装: 解压文件,找到
VolumeCloud文件夹,将其直接拖入您 Unity 项目的Assets目录下。
- 安装: 解压文件,找到
After dragging the folder into your project: 将文件夹拖入项目后:
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Open Scene: Click the top menu
VolumeCloud->Open Runtime Noise Generator Scene.- 打开场景: 点击顶部菜单栏的
VolumeCloud->Open Runtime Noise Generator Scene。 - (This menu item automatically locates and opens the tool's specific scene file. / 该菜单项会自动定位并打开工具专用的场景文件。)
- 打开场景: 点击顶部菜单栏的
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Run: Press the Play (▶) button in the Unity Editor.
- 运行: 点击 Unity 编辑器的 Play (▶) 运行按钮。
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Ready: The tool UI will appear in the Game View. You can now start generating noise.
- 就绪: 工具 UI 将显示在 Game View(游戏视图) 中,您现在可以开始生成噪声了。
When the scene is running, the tool uses a "Roaming Camera" similar to Scene View. 场景运行时,工具使用类似 Scene View 的漫游相机。
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Camera Look Mode (Default):
- The cursor is hidden. Moving the mouse rotates the camera view.
- 默认模式(视角漫游): 光标隐藏。移动鼠标可以旋转视角。
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UI Cursor Mode (Press TAB):
- Press
TABkey to toggle mode. - The cursor becomes visible, and camera rotation stops.
- Use this mode to click buttons or drag sliders on the UI.
- UI 交互模式(按 TAB 键):
- 按
TAB键 切换模式。 - 光标显示,视角旋转锁定。
- 在此模式下,您可以点击按钮或拖拽调整 UI 参数。
- Press
W / S / A / D: Move Forward / Backward / Left / Right (前后左右移动)Q / E: Move Down / Up (垂直升降)Shift(Hold): Boost movement speed (按住加速移动)
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Real-time Preview: Visualize 3D noise directly in the Unity Editor before exporting.
- 实时预览: 在导出前直接在编辑器中查看 3D 噪声的体积渲染效果。
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Composite Noise Generation:
- 复合噪声生成:
- R Channel: Perlin-Worley noise (Base cloud shape). (R 通道:Perlin-Worley 噪声,用于云的基础形状)
- G Channel: High-frequency Worley noise (Edge details). (G 通道:高频 Worley 噪声,用于边缘侵蚀细节)
- 复合噪声生成:
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Format Support:
- 多格式支持:
- DDS (Volume Texture): Supports BC6H (HDR) and BC7 compression. (支持 BC6H HDR 和 BC7 压缩格式)
- PNG/EXR: Exports slices for debugging or external processing. (支持导出切片序列,便于调试或外部处理)
- 多格式支持:
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Automated Dependency Management:
- 全自动依赖管理:
- Automatically downloads Microsoft DirectXTex tools (
texconv,texassemble)(自动下载微软 DirectXTex 工具链)
- Automatically downloads Microsoft DirectXTex tools (
- 全自动依赖管理:
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Initialize / 初始化: Click the "Generate Noise" button first. 首先点击 "Generate Noise" 按钮。
Note: Parameters are locked and export is disabled until the initial noise is generated. 注意:在生成初始噪声之前,所有参数均被锁定,且无法导出文件。
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Tweak & Preview / 调整与预览: Once generated, you can adjust sliders in real-time to see changes in the preview window. 生成完毕后,你可以实时拖动滑块调整参数,并在预览窗口即时查看体积云的变化。
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Export / 导出: Click "Export as DDS" to generate the final
.ddsvolume texture. 点击 "Export as DDS" 导出最终的.dds体积纹理文件。
- Resolution (分辨率):
- The resolution of the 3D texture (e.g., 64x64x64). Higher values provide more detail but consume more memory and processing time.
- 3D 纹理的分辨率(如 64x64x64)。数值越高细节越丰富,但显存和计算耗时也会增加。
- Note: Changing resolution requires clicking "Generate Noise" again. (注意:修改分辨率后需要再次点击 "Generate Noise" 才能生效。)
Defines the main body and structure of the clouds. 定义云朵的主体结构。
- Base Frequency Exp: Controls the scale of the Perlin noise. Higher values = smaller, more frequent cloud clumps.
- 控制 Perlin 噪声的频率(缩放)。数值越高,云朵的团块越小、越密集。
- Base Octaves: The number of noise layers. Higher values add more fine detail to the base shape.
- 噪声的层级数(八度)。数值越高,基础形状的细节层次越丰富。
- Base Persistence: How much each octave contributes. Higher values make the surface "rougher".
- 持续度。数值越高,高频细节的占比越大,云朵表面看起来越“粗糙”。
Modifies the Perlin noise to look more "puffy" (Cumulus-like). 用于修饰 Perlin 噪声,使其看起来更具“棉花糖”般的堆积感(积云特征)。
- Worley Scale Exp: The size of the Worley cells.
- Worley 晶格的大小。
- Base Coverage: Controls the fill rate. Lower values make the clouds wispier; higher values make them thicker.
- 覆盖率。数值越低,云越稀薄(絮状);数值越高,云越厚实。
High-frequency noise used for eroding the edges of the cloud to create realistic wisps. 用于侵蚀云朵边缘的高频噪声,制造出真实的丝状细节。
- Detail Frequency/Octaves/Persistence: Same logic as above, but applied to the detail layer (Green Channel).
- 逻辑同上,但仅作用于细节层(绿色通道)。
These settings only affect how the noise looks in the Inspector preview, not the exported file. 这些设置仅影响编辑器内的预览效果,不会改变导出的文件。
- Noise Scale: Adjusts the tiling of the preview material.
- 调整预览材质的平铺缩放,用于检查纹理细节。
- Noise Offset: Scrolls the noise to check continuity (seamless tiling).
- 滚动噪声位置,用于检查纹理是否无缝衔接。
- Compress DDS (BC6H/BC7):
- Checked (勾选): Uses
texconvto compress the texture (Recommended for runtime). BC6H is used for HDR/High precision, BC7 for standard usage.- 使用
texconv进行压缩(推荐用于运行时)。BC6H 适用于 HDR 高精度需求,BC7 适用于标准需求。
- 使用
- Unchecked (未勾选): Exports uncompressed RGBA32 volume texture (Large file size).
- 导出未压缩的 RGBA32 体积纹理。
- Checked (勾选): Uses
This tool relies on Microsoft DirectXTex for DDS processing. 本工具依赖 Microsoft DirectXTex 进行 DDS 处理。
- You do not need to download them manually.
- 你无需手动下载这些工具。
- The script will automatically detect missing tools and download
texconv.exeandtexassemble.exeto your project'sLibrary/ToolCache/folder upon first use.- 脚本会在首次运行时自动检测,并自动将
texconv.exe和texassemble.exe下载到你项目的Library/ToolCache/目录中。
- 脚本会在首次运行时自动检测,并自动将
This project is licensed under the MIT License. 本项目采用 MIT 许可证。
- Third Party Notices (第三方声明):
- This tool automatically downloads binaries from Microsoft DirectXTex, which is also licensed under the MIT License.
- 本工具自动下载并使用的 Microsoft DirectXTex 二进制文件同样遵循 MIT 许可证。
