Lightweight, VR-optimized procedural cloud dome for URP. Features zero-setup drag-and-drop architecture, fluid wind animations, and highly adjustable stylized profiles.This package is designed for the Universal Render Pipeline (URP). The custom Cloud shader (CANNA_CloudDome.shader) is not compatible with the Built-in Render Pipeline or HDRP out of the box. An HDRP-compatible version is not currently included. The Day/Night Cycle script has not been tested with the Built-in or HDRP pipelines.🌌 CANNA Cloud Dome — Procedural VR-Optimized SkyboxCANNA Cloud Dome is a high-performance, fully procedural cloud layer system built exclusively for the Universal Render Pipeline (URP). This is not an unoptimized prototype or a basic screen-space texture template. CANNA Cloud Dome was built for and is actively used in Paradise Hills, an original VR game currently in development by CANNA Coding. Every property threshold, tracking matrix, and shader pass has been engineered and tested in a real-world VR environment with uncompromising performance constraints.The philosophy behind the CANNA Coding ecosystem is simple: provide developers—regardless of team size—with production-tested, low-overhead tools that let them paint sweeping atmospheres without crushing frame budgets.Drop the script straight into your hierarchy, and your scene instantly initializes an optimized procedural cloud dome mesh that automatically handles horizontal tracking relative to the player camera. The system handles its own shader fallbacks seamlessly in the background, introducing a rich, living canopy that updates dynamically across 24-hour cycles.🚀 KEY FEATURES🎨 Cloud Appearance & Artistic ProfilesGo effortlessly from lush, realistic sky vistas to crisp, non-photorealistic art styles with deep inspector tuning controls.Infinite Visual Customization: Sculpt your exact cloud profile using granular controls for structural base coverage, noise scaling, and multi-octave edge density.Two-Tone & Stylized Settings (NEW): Includes the newly added Light Edge Sharpness and Dark Cloud Blend sliders. Pushing these parameters past smooth procedural noise profiles snaps the rendering into flat, hard-edged vector gradients—perfect for Stylized, Anime, or Cell-Shaded aesthetics.Micro-Detail Turbulence: Exposes independent secondary high-frequency noise layers to add natural air-shredding or wispy borders around the edges of massive cloud forms.🕰️ Dynamic 24-Hour Time CyclesBring your environment's skybox transitions to life with custom palette mapping.Flexible Driving Modes: Keep lighting fixed via Static mode, drive it via a standalone ManualSlider timeline, or bridge it natively via CANNASky reflection.Independent Palette Mapping: Fully custom color overrides map unique hues directly to sun-facing edges and thick internal core shadows across separate, dedicated Day and Night color brackets.Automated Twilight Transitions: Built-in sunrise and sunset tint layers dynamically evaluate the sun's elevation matrix, smoothly applying warm twilight overlays across the cloud segments facing the horizon line.🛠️ Precise Spatial FittingNever deal with awkward sky clipping or hard edges slicing through your level borders again.Mesh Tuning Controls: Instantly alter the absolute Dome Radius, vertical squash factor (Dome Height), and world-space Altitude offsets.Terrain Clipping Prevention: Easily shift your entire cloud ceiling up or down to place dense layers flawlessly behind massive mountain ranges or gracefully in front of low horizon meshes to maximize immersive depth.💨 Procedural Wind SimulationFluid Scrolling: Driven entirely through low-overhead vector offsets passed to the shader.Dual-Layer Speeds: Set your global wind velocity while using the detail speed multiplier to spin the micro-noise layer faster, simulating changing atmospheric cross-currents.Live Editor Previews: When Animate In Editor is enabled, your clouds scroll beautifully in the scene view without needing to enter Play Mode, letting you iterate on wind patterns instantly.⚡ PERFORMANCE & VR OPTIMIZATIONSingle Pass Instanced Ready: Fully VR-safe out-of-the-box, supporting Single-Pass Instanced (SPI) stereo rendering configurations with no double-rendering penalties.Negligible GPU Overhead: Skips heavy volumetric texture raymarching in favor of a math-driven procedural approach.Smart Mesh Tracking: Automatically binds to your active main camera or XR Rig at runtime, shifting its X/Z boundaries continuously so the player can never "fly outside" the clouds.Cached Safety Fallbacks: Caches all shader property IDs instantly on initialization to prevent runtime string allocation overhead. If a manual link is ever broken, the script executes a dual-tier reflection fallback to automatically locate and re-bind the core shader files in memory.🔌 MODULAR INTEGRATION & DEVELOPER APIEcosystem Compatibility: This package provides the independent, standalone CANNA_Cloud system. To unlock fully automated day/night syncing, the inspector includes deep, out-of-the-box reflection hooks to link with CANNA_Sky (sold separately).Zero External Dependencies: Built natively using lightweight mathematical arrays; requires no additional packages beyond standard Unity URP features.📦 WHAT'S INCLUDEDCANNA_CloudDome.cs — Core mesh generator, runtime camera tracker, and material processing controller.CANNA_CloudDome.shader — High-performance procedural mathematical lighting and dual-frequency noise layout.Detailed User Manual — Quick-setup guide and complete property reference table.📄 REQUIREMENTSUnity 6.3+ (Developed and thoroughly validated on Unity 6.3)Universal Render Pipeline (URP) — Required.🤝 ABOUT CANNA CODING & OUR PROCESSLike all assets under the CANNA Coding brand, this package was forged through a direct partnership between human design experience and AI speed. CANNA_Chris—the creator behind Paradise Hills—handles the core design constraints: how a system must react to player movement, how it behaves inside a headset, and what features a working indie developer actually needs to ship a polished project. AI brings structural execution, converting that strict design criteria into clean, optimized code.The result is a production-hardened tool that doesn't just look pretty in a static scene—it works efficiently in a shipping game. If you have any questions or need setup support, message me directly and I will respond as soon as possible!🛠️ TECHNICAL SPECIFICATIONS & PERFORMANCE METRICS* Rendering Pipeline: Designed and optimized strictly for the Universal Render Pipeline (URP).* VR Optimization: Fully supports Single Pass Instanced (SPI) stereo rendering layouts out-of-the-box with negligible draw-call overhead.* Tracking Logic: Continuous dynamic horizontal camera tracking (X/Z axis stabilization) to keep the dome perfectly centered around the main player or active custom target without boundary clipping.* Dependencies: 100% native code. Built entirely using streamlined mathematical logic arrays—no third-party extensions, external assemblies, or heavy sub-packages required.🔌 DEVELOPER API & HOOKS* Integration System: Built with native reflection lookups to automatically hook into CANNA_Sky (sold separately) or custom clock timelines by matching common timeOfDay variables.* Live Editing: Full 'Animate In Editor' window support to preview shader scrolling vectors and noise density structures directly inside the Unity Editor scene tab without forcing a runtime Play Mode execution loop.📦 PACKAGE FILE MANIFEST* CANNA_CloudDome.cs — Core MonoBehaviour script managing procedural dome mesh generation, memory runtime tracking, and automated material initialization.* CANNA_CloudDome.shader — Hyper-optimized custom HLSL shader containing the noise algorithms, dual-layer cloud density logic, and custom cell-shading vector properties.* Documentation Manual — Quick-start implementation guide and parameter reference table.AI was used to assist with code organization, variable naming, and C# scripting logic related to Unity's rendering pipeline and dynamic material tracking. All creative direction, design decisions, procedural noise concepts, and final implementation were made by the developer. The core cloud dome system, shader properties, and dynamic density behaviors were conceived and directed by the developer with AI used as a coding assistant.





