This looks really good. Can textures be changed at all (Like the star textures)?
Edit: Never mind. I just purchased this product and the answer is yes, you can change the texture. I have to say I’m very pleased with it so far. Great job on a very useful asset.
Thank you for your purchase and I’m glad you are finding the asset useful.
As you found out you can indeed modify the textures. In the next update you will also have the ability to change the size of the sky gradients texture up to 4096x512 to allow for even more detail to be painted into the sky and clouds.
Another feature suggested by a user that may make its way into the next update is the ability to add fog layers with adjustable depths from the camera. I’ll be playing with this idea over the weekend to see how well it works.
Also in the works are several tutorial videos on how to setup and use this asset package. These videos will show how to use the weather simulation system and how you can write your own decorators for custom weather effects. As these videos become available they will be posted here.
Newer mobile devices can run with the full sky shader and there is a simplified shader included to use on older devices were performance is tight. With the simplified shader you sacrifice one layer of the cloud effect but the rest is the same. I’ve tested this package on iOS (iPhone 4, iPad gen 1, iPad gen 3) but not on Android or Flash since I do not have the capacity to do so. If someone could test it and let me know how well it works or not it would be greatly appreciated.
As seems to always be the case real life interferes with the best laid plans. There is still a major update in the works (including multi-layered fog) as well as some tutorial videos but they’ve had to be set aside for a bit as some other issues have become more pressing. However a minor update has been submitted to correct an issue causing the sky to render magenta when using DirectX 11. I’ve also included some linear color space versions of textures for those of you working with that. I will post as soon as the update is posted to the store and again when the next major update is ready or the tutorial videos become available.
The new version that fixes the DirectX 11 issue is now available on the asset store.
Good tool. Is it possible to not attach the sky to the camera FoV and position/scale the sky plane yourself? Currently I’m just seeing a zoomed-in fraction of the sky in actual gameplay, which isn’t super useful. I’d also greatly appreciate some more control over the colors and gradient used without having to muck around with the textures itself, if possible.
Edit: Nevermind, it seems you can position and scale the sky plane itself, although it can be kind of tricky to scale, since the highlighted box doesn’t scale.
Currently out of town on vacation with the family. I’ll be working on it when I get home next week and will hopefully have a new update submitted for review by the end of next week.
Finally got a chance to get back to work on this project after being out of town for awhile. Thanks for your patience while I was away.
So what’s new?
First up is the way the gizmos for the planes are drawn. The underlining code has been completely redone so that they will now move, scale and rotate properly whether or not they are attached to a camera.
This feature has been a long time in coming. With the new fog plane feature you will now be able to add multiple layers of fog. Each layer can be individually customized and positioned to get the look you are after. And just like the sky plane, each fog plane can be attached to a camera to fill the entire view area or you can scale and position the fog plane yourself for more flexibility. A word of caution, even though each fog plane only requires a single draw call because it is a fullscreen transparent effect it may negatively affect performance on mobile platforms.
So when can you get it?
There is still a bit more work to do before it gets submitted for review. I have to finish testing the new additions on the Mac and iOS platforms as well as update the documentation. If all goes well it will get submitted this weekend and be available soon after that.
Yes it was submitted the beginning last week and expect that it will be released any day now as long as nothing goes wrong in the review process.
The recommended way to achieve this is by either modifying the existing cloud animation decorator [CloudAnimation.cs] or writing your own. The system was designed to be modular so that you could have complete control over how the sky and clouds behave using these decorator classes. You can use some or all of the ones included with the package or create your own to get exactly what you are looking for.
If you take a look at the BasicWeatherSimulater.cs file (Yeah I know its spelled wrong, will fix it some day) you can see how the different decorators are stacked together to form a Sim that the sky uses to animate itself.
And of course if you prefer not to use the decorator system for some reason you can always create your own. All the values needed to control the sky are made public from the Sky class found in the Sky.cs file. Just attach your system instead of the BasicWeatherSimulater component to the sky plane and you should be good to go.
I’ve noticed that the day length color animation persists even when a build is minimized and otherwise paused.
So it can be morning, and then I minimize the build window (or the unity editor); and then when returning to the window,
instead of it still being morning, it can be afternoon or even night; which can be pretty weird if everything else is still lit with morning in mind.
The reason for that is the simple day / night cycle uses DateTime.Now to calculate elapsed times instead of relying on Time.time. Simply replacing the former for the later should allow the day / night cycles to pause like you would expect.
Can’t seem to set the time. Are we able to do that? I actually use your Sky as a main menu background in addition to inside my maps. But when a map is created or resumed I need to set the time either to the default, or to the time it was in their last save game. Yet when I set the time nothing happens. It just continues on from its current time.
Is there a way to change the UV tiling of the fog planes?
Instead of parenting it to the camera (it looks strange to have fog follow you around) I have a nice large plane that covers the entire area. However, changing the scale also changes the size of the fog clouds. Is there a way to modify the size of the panel without stretching out the textures?
The fog layers can be parented or not depending on your application. As you found out, sometimes it just doesn’t make sense to have them parented. Never needed them unparented myself so never thought about being able to adjust the texture tiling. It is possible to adjust the uv tiling but not without modifying the fog shader and the fog script. If you send me an email at info@cygengames.com I’ll send you the modified scripts with the ability to tile the uvs.