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I am trying to lean how to implement a volumetric cloud shader on a mesh using ray marching technique. The result however is a cloud that is not entirely opaque where its supposed to be (especially when inbside the Box mesh/Cloud Bounds).
Hence the clouds have no density/thickness to them no matter the change in the ray marching parameters. An implementation of this (the tutorial I was following in Unity has very thick clouds that you cant see through.

I've tried the render_modes but I've gotten no where. Any help would be appreciated. (Also still a learner).

Godot version 4.0 alpha 15
in Engine by (19 points)

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Turns out I had two post processing effects (atmosphere & volumetric clouds) with the same rendering priority of 0 interfering with each other. So raising the render priority of the Clouds material fixed this.

by (19 points)
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