Demo of fog and clouds
no chance this will ever work on mobile, eh?
just studio for now?
is there no way it could perhaps be redesigned to be more compatible?
curious as to how far you could push this. interested to see if you could add wind effects, to push and pull clouds. following that it would be interesting if you could some sort of event that toggles when you are beneath or inside a cloud, if the sun is obscured by cloud, etc. you could make all sorts of realistic behaviors with functionality such as that.
shoot me a dm perhaps
sonion please change the name ![]()
Sheesh, this is good. What else can you modify with this? Is there any limitations you’ve run into?
These clouds are made using shaders which you technically can edit by rebuilding the Studio executable, however that won’t work for the Client version, even less for mobile devices. Not to mention the shader compatibility itself.
Not in the current form, I mean one can compile to be mobile compatible (the current iteration sky shader is based on a paper targeting mobile rendering of atmosphere) but the performance of the current iteration (clouds) would be seconds per frame on mobile ![]()
It uses shader injection sort of like optifine for minecraft, and roblox on mobile is basically minecraft PE to minecraft so no. Desktop compatibility is only limited to studio only due to roblox’s anticheat Hyperion.
Theres alot more effects and things I could do if I had the time, the main problem is that there is no methods to reliably communicate between game engine and shader, So the shader has to run standalone without interacting with the engine. You can send info like cloud cover, density ambient and sun direction one way only, even wind speed is too much because roblox uses a weird looping UV manipulation for the default cloud instead of a vector for the wind direction.
No ![]()
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All shader with transparency in roblox can be modded, think glass ,GUIs , Surface appearances (this one actually uses the same shader as the cloud), it does not support creation of new shaders though, like you cant make blackhole as a new material (you can still make roblox glass render a blackhole though)
Anything that is codable in shader toy can be written into either the cloud shader or a compute shader.
while technically one can decompile solid shader (plastic for example) it does not work because base 3d migoto gets an error on sint (definding a variable as signed integers) Youll have to modify 3d migoto for this.
This actually modifies openGL not the studio’s executable I reckon.
Had someone discovered 3d migoto on roblox earlier it wouldve worked on desktop client, It only breaks mainly due to Hyperion. It could “work” on mobile if someone redevelop the injector to target mobile perhaps.
These are pretty cool. But why are they skibidi
yo what the SKIBIDI is this ![]()
i see the vision but it needs a rename asap…