Roblox cloud’s suck, You cant go into or above them, which really sucks cause they actually look quite nice, So here’s my attempt of using something adjacent to Reshade , but more powerful to change the roblox’s clouds so that I can go through and above them
Pros
Can go through clouds + above
True solution (Not stacked decals)
Place object inside cloud, Heck view object inside cloud from outside & inside the cloud
Work with roblox cloud
Customizable!
Cons
ONLY WORKS IN STUDIO (CURRENTLY, MIGHT BE FOREVER)
Possibly break TOS
Object go through clouds
Require PC and Dx11 or something, Probably will never work in mobile
Basically Reshade, But with a more powerful loader that can override roblox’s shader, So I overwrote roblox default cloud system with a new one, generated mostly by Gemini 3.
I’d like to, But this is currently just a proof of concept, And has many drawbacks, Most significant one is it might break roblox’s TOS , and currently does not seem to work on client, And only on studio does it work, Not roblox PC, not roblox mobile or console, And its not tested and not guaranteed to work at all on other system other than mine, If you’d like to test, DM me and Ill send instructions.
Possibly because it modifies roblox’s shaders, Roblox said that third party software should not modify Roblox, and this method is more powerful than reshade, while reshade is just like a sophisticated Instagram filter, this deletes the roblox’s cloud shader and injects a custom one.
I think this could be remade entirely in roblox by using editable meshes and using raymarcing + bvh to compute lighting, but that would eat performance.
Yeah it is possible, and loads of optimization exists that would bring it to real time natively but the main bottle neck is the lack of high resolution rendering framework that runs in real time, If we get that done, I think it can break 60 fps natively
could this be used to inject more versatile/powerful shaders into other parts of roblox’s rendering pipeline? (e.g. PCF shadows, custom shading models, screen spaced reflections, volumetric fog, etc.)
This Skibidi Clouds, An attempt at fully volumetric 3d cloud in roblox looks amazing and cool!
How long did it take you to make? I rate it a 9.9/10! This is amazing and cool! Good j*b!
PCF shadow: Ehh maybe maybe not
Custom shading models: Maybe, perhaps because I haven’t actually been able to inject custom code for vertex shader yet without error
Screen space reflection: Yes, I dont know if you can inject custom shader just yet, but you can definitely modify shader provided by roblox, so its possible, but if we want like SSR and others currently well have to put all the effects in 1 singular big file, which is a problem since itll increase compilation resources
Volumetric fog: Yes, I am planning to implement it, however, we donot have the shadow map, if we generate our own shadow map to provided cover enough distance for grand shafts, itll only be screen space, thus it might not be very good looking. Procedural stuff (things that we generate ourself) such as the cloud in the original post like the clouds here I can definitely implement full custom shadow mapping.
In short, anything procedural and a pixel shader is 100% supported
Anything that uses info from rendering (depth maps, raw image) is 50% supported (I am currently mapping stuff to find more texture2d)
Capturing camera data is 30% supported (breaks with roblox voxel terrain somehow)
And modifying atmosphere & fog shader is 0 percent supported (but you can take the roblox cloud shader, then implement custom fogging logic there)