{"image_url":"http://cdn-ak.f.st-hatena.com/images/fotolife/g/gregory-igehy/20160511/20160511025503.jpg","author_name":"gregory-igehy","html":"<iframe src=\"https://hatenablog-parts.com/embed?url=https%3A%2F%2Fgregory-igehy.hatenadiary.com%2Fentry%2F2016%2F05%2F11%2F025418\" title=\"Notes of procedural sky model in Unity 5.3.4f1 - Gregory Igehy\" class=\"embed-card embed-blogcard\" scrolling=\"no\" frameborder=\"0\" style=\"display: block; width: 100%; height: 190px; max-width: 500px; margin: 10px 0px;\"></iframe>","description":"I was wondering what kind of procedural sky model is used in Unity 5.3.4f1 at default. So, I read some shader codes in Unity. It seems that procedural sky model in Unity 5.X use single rayleigh scattering and mie scattering based on \"Accurate Atmospheric Scattering\" in GPU Gems 2.Unity 5.3.4f1 \u3067\u30c7\u30d5\u30a9\u30eb\u2026","title":"Notes of procedural sky model in Unity 5.3.4f1","height":"190","blog_title":"Gregory Igehy","provider_name":"Hatena Blog","categories":[],"blog_url":"https://gregory-igehy.hatenadiary.com/","author_url":"https://blog.hatena.ne.jp/gregory-igehy/","provider_url":"https://hatena.blog","published":"2016-05-11 02:54:18","type":"rich","url":"https://gregory-igehy.hatenadiary.com/entry/2016/05/11/025418","version":"1.0","width":"100%"}