Remember this thread?
I don’t billboard quads, I adjust their transparency depending on the direction you’re looking at it. Sideways → alpha = 0 and front → alpha = 1 and interpolating in between which makes it seem more like a real cloud and not like a pile of rotating, well, billboards.
When I tested it there wasn’t any big difference in performance between the two shaders but that may increase if I double the amount of vertices.
Yes that was @RiccardoBlb the filter magician, but iirc he said that it was too expensive to run in a game anyway. Unless that tip from Apollo about upscaling solved the problem.