Here are the files I used in the Volumetric Clouds video. (Everything is included in the unitypackage OR zip file, the individual files aren't needed if you've already grabbed one of those).
If you haven't seen the video yet, you can watch it here: Volumetric Clouds in Unity
There are a LOT of ways to optimise these shaders - for example, if you know you're going to stay under them and never fly through them, then turn off backface culling and try enable GPU Instancing (tickbox in the script). If you don't need soft clouds, then unlink the "Opacity" input and leave it all to the "Opacity Mask" input - depending on the platform, I believe this should cut down significantly on overdraw. Having said all that, because of the way DrawMesh works with these shaders, it should all batch up into 1 draw call anyway, so I don't suspect performance will be a problem even with the layers cranked up to the max - I'm running the scene shown in the gif on an 8 year old GPU (580GTX).
I also suspect there is a more clever way to blend the layers together, by taking the viewing angle into consideration, similar to the way parallax mapping works - something to improve in future versions of the shader!
I hope you enjoy using these clouds in your game! And remember, if you have any questions or problems, head over to the discord, I'm happy to help - you should have access to the shader-sharing channel, where we can tweak, share and improve these effects together!