I reintegrated the atmosphere shell/shader and updated the water shell with a heightmap of the terrain under it so I can have the water depth affect the transparency and color and I think it adds a lot – although now everything looks tropical – which I don’t mind.
Also I made my underwater texture have fake caustics (static) on them which is subtle but nice:
And here are some pictures of the atmosphere and water shader together from various spots on the planet.
– I pretty much eliminated banding in the generated terrain texture images by increasing the resolution of my terrain height maps from 8bit to 16bit.
– The atmosphere still has problems and needs tweaking – there is no sun and the sky to space transition is too abrupt amongst other things.
– PSSM VSM shadows slowed the frame rate down too like 30-40 fps so I left them out for now.
– I need to solve the issue of how noticable texture repeating is from up in the atmosphere and I need to add some noise to the texture generation to make things more interesting.