Sky Master ULTIMATE - The Premium sky system.
ARTnGAME UPGRADE OFFERS !!!
Sky Master ULTIMATE can upgrade to any other ARTnGAME asset for a big discount !!! Check out inside each individual asset page to see the discount amount, after own Sky Master ULTIMATE.
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Intro
Sky Master ULTIMATE v4.0 is the most complete environment creation system, including volumetric physically based sky and fog, multiple volumetric clouds solutions to use depending on performance & gameplay requirements and complete ocean-water system, with underwater, all in one integrated system. The system also integrates with the InfiniGRASS asset, for grass, rocks and extremely optimized gameobject placement for a complete world creation and decoration suit, all at extreme performance and speeds.
Offers & Bulk purchase Discounts !!!
NEW OFFERS !!!
OFFER 1: Get GI Proxy for $20 and upgrade to Sky Master ULTIMATE for $35,
for total price of $55, versus $69 if get only one of the assets.
OFFER 2: Get Toon Effects Maker for $25, upgrade to InfiniTREE for $25 and from InfiniTREE upgrade to InfiniGRASS for $25, for a total of $75 for all three systems, instead of $105
Discord ARTnGame (Email: artengames@gmail.com**)**
ARTnGAME
Sky Master ULTIMATE 3.4 videos
Sky Master ULTIMATE WIP thread
Other ARTnGAME Assets forum threads:
** PANGAEA -** ([WIP Thread]( PANGAEA Terraform ✅- GPU Fluid and Spline Based Terrain Generator page-2))
** InfiniCLOUD **
** InfiniRIVER -** ( WIP Thread )
** Oceanis HDRP **
Orion Space Scene Generation - ( WIP Thread )
InfiniCREATURE (Upcoming)
MassAI (Upcoming)
TREANT - Tree and Foliage Generator (Upcoming)
DESTRO
** GIBLI** Anime scene generation framework (**Main Thread **) ( WIP Thread )
** Ivy Studio **
FAQs
I attach a new version of the FAQs guide, i have created from various issues that come up frequently, so these should help clarify some major points for starting with the system and tweaking it.
Sky Master ULTIMATE FAQs (WIP)
Q: Is there a features summary for Sky Master ULTIMATE ?
A: A guide (WIP) on Sky Master features is linked below:
https://dl.dropboxusercontent.com/u/79230236/Sky Master/SKY MASTER 3/SM34/SKY MASTER ULTIMATE FEATURES.pdf
Q: Is there video tutorials to help with the system setup ?
A: There is multiple video tutorials available to help with the setup, in the following playlist:
https://www.youtube.com/watch?list=PLJQvoQM6t9Ge2ehO4N1kNq3jvHmVst_el&v=P-CxUnh0VMc
Also extra material for specific cases:
Here is also some videos with steps for tweaking the volume fog, night sky and moon-sun light for night case
https://www.youtube.com/watch?v=qKrJhjMYgQ0
https://www.youtube.com/watch?v=CusacyT_25I
https://www.youtube.com/watch?v=GjPikUpzj-w
https://www.youtube.com/watch?v=sw1TZoAE8RE
https://www.youtube.com/watch?v=fNQp9sXSXPg
Haze tweaking image based guide:
[HDRP-UPR ✅] Sky Master ULTIMATE-Physical skybox-Volume clouds-Weather FX-Ocean-Realtime GI-Mobile - Community Showcases - Unity Discussions
Sky presets image based guide (Presets is one of the sky voloration options, v3.4 also has Gradient based coloration mode):
[HDRP-UPR ✅] Sky Master ULTIMATE-Physical skybox-Volume clouds-Weather FX-Ocean-Realtime GI-Mobile - Community Showcases - Unity Discussions
Reflections tweaking image based guide:
[-50%OFF in Black Friday Sale!✅]Sky Master ULTIMATE: Sky, Ocean, Volume Clouds-lighting, Weather, RTGI - Community Showcases - Unity Discussions
Moon setup image based guide:
Imgur: The magic of the Internet
Q: How do i reduce the project size ?
A: I have created a Clean Up guide for demo assets.
Sky Master ULTIMATE v3.4 Clean Up GUIDE:
Can be removed:
In GI Proxy folder:
- Crytek attrium folder
- the sample terrain “radiocity” in folder root
- the MATERIALS folder
In SkyMaster folder:
In Assets → Version 1.0 folder:
All trees and textures (in Materials->Trees)
sounds Folder
some of volume cloud texture sheets (keep “CLOUDS 3” and “CLOUDS 4b REAL 1”) in “Materials → Clouds”
2 sample terrains (in “Meshes” folder)
Version 2.0 folder - sample terrain in “Terrain” folder
Version 2.2 folder - sample tree in “Materials → Trees”
Version 3.0 folder - Whole (may want to keep UnderWater → Caustic Textures for the caustics)
Version 3.3 river - sounds folder + sample terrain (in “River → River Assets” folder)
All demo scenes in SkyMaster folder + whole of “SKYMASTERv2.0 DEMOS” folder
The 2 Manuals (Configurator guide and full script reference)
Waterplanes - remove all except “Plane127x127x127W0.01L0.01H” plane that is used for the water in default
Note that the final builds only take the assets used in the game, so the final game build wont have any more space taken than needed.
Q: I get a black terrain or terrain with black spots
A: 1. make sure SeasonalTerrainSKYMASTER is active and is attached to the main terrain.
2. Make sure the sky is active and GroundColor in SkyMasterManager is set as needed, since the systems grabs the ground color for ambience when the Auto ambient from sky mode is enabled.
Q: The System produces an error or has various strange issues with sky
A: The system uses a camera tagged as “MainCamera” to do various tasks, thus make sure at least one camera in the scene is tagged as such.
Q: The Tags.cs file produces an error (when two ARTnGame assets are installed)
A: The Tags.cs file(s) can be removed as they are not part of the core systems to solve
the issue, this is due to using two of my assets that have the same (helper) file, which is mainly left for Unity4 tags setup.
Q: Is there a quick setup method (besides the step by step one)
A: Yes, the Setup through one of the provided Prefabs. The system can be easilly setup by dragging a prefab and tweaking with the actual scene terrain, video guide link: https://www.youtube.com/watch?list=PLJQvoQM6t9Ge2ehO4N1kNq3jvHmVst_el&v=EveE2IcXGeI
Q: How do i Setup for VR
A: The VR setup requires a few extra steps in order to control the volume fog and sun shafts on Left-Right cameras,
as described in the video guide (also text in video description): https://www.youtube.com/watch?list=PLJQvoQM6t9Ge2ehO4N1kNq3jvHmVst_el&v=64gXCW0v_Ck
Q: How do i control the time via scripting ?
A: The variable current_Time can be set (or grabbed) from SkyMasterManager script directly, it is advised to avoid changing time in mid game instantly or if it is needed to use the new Gradient based sky coloration mode, which can handle such transitions smootly (as it samples from a gradient than lerp at key points)
Q: How do i set the Weather in the game via scripting ?
A: The weather in v3.x can be set using the currentWeatherName variable in SkyMasterManager script directly. It is advised to leave an interval between changing weather types so the system is able to properly lerp to its final values for each weather steady state.
Q: How do i setup the system for mobile.
A: The mobile setup for SM2.0 (global compatibility) phones can be sampled in the mobile demo included in the asset. The main changes is the sky material, found in SkyMasterManager script, “skybox_mat” variable and is assigned in Unity Lighting settings skybox and the water is also using a SM2.0 material (uses SM2.0 shader), which is assigned in “WaterBaseSM”, “PlanarReflectionsSM”, “WaterHandlerSM” and (optionally) in “WaterHeightSM” scripts. Also the image effect volumetric fog (which is SM3.0) is not used and instead for distance fog a special SM2.0 shader is used on the distant mountains instead, that also emulates light scattering in the distance.
Q: How do i further optimized the mobile demo for even mor performance on mobile ?
A: I have created a reference guide for all possible tweaks and gain over the default mobile demo, link: Imgur: The magic of the Internet
Q: Some sliders in editor do not seem to change settings (outside play mode, e.g. water sliders)
A: Make sure the latest version of Sky Master ULTIMATE is used (v3.4.7), there are some reports in rare cases where Unity will serve and older version (for unknown reason, possibly a bug in the store), so make sure the latest version is grabbed (i can send v3.4.7 in Google Drive download if an older version is served instead by Unity store)
Q: How do i remove the volumetric particle clouds (after having them setup with pressing one of the icons)
A: The clouds are referenced in SkyMasterManager script, in “Heavy Storm vlume clouds” and “Day clear volume clouds” variables, remove the references (set to none) to avoid instantiating the volume particle cloud systems. Setting these variables is also the way to use custom volume particle prefabs (outside the ones defined with the icons)
Q: How do i control the anbient lighting in the scene ?
A: Ambient lighting has two modes, one is the automatic caclulation by the sky colors which is activated using the “Update Ambient from Sky” option and its intensity is controlled by “Ambient intensity” slider. Make sure to also use “Ground color” variable in SkyMasterManager to define the ground color of skybox, which will affect the underside ambience of objects.
When this automated mode is not used, the user can set the ambient mode in Unity Lighting settings panel, to be either “Color” or “Gradient” in “Ambient source” list. The color is then defined for each season in SkyMasterManager color variables named as “Day_Ambient_Color”, “Dusk_Ambient_Color”, “Night_Ambient_Color” and “Dawn_Ambient_Color” near the script end.
Q: I still get a light component from the sun at night, can the sun be turned off completly ?
A: The sun default night intensity is defined in SkyMasterManager script, in “Min_sun_intensity” variable and defaults to 0.1f. Set this to zero to get zero sun light intensity at night time.
Q: Can the horizon be adjusted ?
A: The two variables in SkyMastermanager named “Horizon_adj” and “HorizonY” can be used to adjust the sky horizon lower or higher.
Q: Is there a way to change the speed of the stars? (changing the sun speed does’t stop star movement)
A: The stars of the galaxy is an image and a shader to enchance it. The rotation of galaxy and stars is done with the “Cirle_around_particles” script attached to the star particle, that rotates around a pivot object with a defined speed. If the Latitude/Longiture system is used the particle stars and galaxy are parented to the moon system and will rotate along with it. This can also be done manually when the simple sun rotation (default) is used as well, by parenting the “0 STAR PARTICLES” object in “SKY MASTER MANAGER” object to the “Sun System” object and will rotate with it
(make sure to uncheck the Rotate_around_particles script in the STARS object)
Q: Is there any performance hints guide ?
A: A quick guide for main performance tweaks is attached:
The main performance enchancement possibilities are in the below (for some apply when they are enabled):
- the volumetric light (“Atmopsheric ScatteringSky Master” script - optional system), in Occlusion Downscale and samples
- in configurator, the “Update Ambient from sky” (optional use for ambient using the sky colors) and its update regulation in “Update Ambient light every specified seconds”, that make sure the update takes less
- in configurator the “Sky shader update per defined seconds” variable that updates the sky shader in intervals (for slow sun speed can set higher for less updates per second)
- in water system the reflections (define layers to be reflected for better performance and there is also a downscale factor in the “PlanarReflectionsSM” script
- The volume shader clouds (SHADER VOLUME CLOUDS object) has the cloud layers, which can be removed as needed to get better performance (e.g. disable a few layers to use less processing power) or disable the Clouds (108) layer that casts the shadows.
- The various image effects can be heavy, especially the blur one, so using less can improve performance.
- in volume particle clouds (Volume Clouds SM script) the script update rate can be regulated with “Max_divider” and “Update interval” variables, for better performance in the calculations.
- For night time, set in SkyMasterManager script, the “Min_sun_intensity” variable to zero to get no sun light component in lighting.
Q: Is there a demo for Android ?
A: The Android demo is linked below
SkyMasterULTIMATEv3_3_Mobile.apk - Google Drive
Q: Is the dynamic snow shader available for SpeedTree trees as well, besides the included shaders for Unity terrain, trees & meshes ?
A: Yes, the shader is not included in the asset due to licensing, and can be downloaded below
New version of the Dynamic Snow shader for SpeedTree (Sky Master ULTIMATE v3.4): Sky Master ULTIMATE SpeedTree SM35 Shader (Unity5.4.2f2 - Shader Ver. Unity 5.4.3).unitypackage - Google Drive
Q: What tags are required for the system and how to define properly ?
A: The tags needed depend on what sub systems will be used, some demos require the “Flammable” and “Flamer” tags since the advanced particle propagation system requires them. The dynamic lighting system requires the “Conductor” tag to be defined in order to find the lighting targets. Make sure to define the tags in editor time, as tags that only appear in play mode (happens in some cases when were used in the scene in another project) may create an issue with the systems, so is advised to create the tags manually before entering play mode in Layers menu (edit layers option, Tags list).
Q: Shadows from the new v3.4 shader volume clouds are too dark, can this be adjusted ?
A: The shadows opacity depend on Ambient lighting intensity and also on the shadow strength in the Sun light. To regulate the Sun shadow strength, use the “Strength” slider in “Shadow Type” in the Light component found in “SKY MASTER MANAGER” → “Sun System” → “Sun” Object in the hierarchy.
Q: Can the Shadows from the new v3.4 shader volume clouds be disabled ?
A: Yes, the shadows are cast from one of the cloud layers that is set as shadow caster (e.g.the quad named “Clouds (108)” in the sample clouds). This object can be disabled to remove the shadow casting (found in SHADER VOLUME CLOUDS Object, parented in each of the clouds types holder objects)
Q: The new v3.4 volume shader clouds seem to rotate with the camera, can this be disabled ?
A: Yes, this is a special mode where the cloud quads can have a rotation from the horizontal plane to emulate more thickness or vericality in the horizon). In SHADER VOLUME CLOUDS Object, “CloudHanlderSM” script the “RotateWithCamera” and “RotateMultiQuadC” checkboxes can enable - disable the effect. Make sure to also set the rotation of the cloud types to zero in order to level the clouds for all camera angles. This may also require to adjust the “Offset Sun Intensity”, “Offset Shadow Difference” sliders in the Configurator, in order to adjust the lighting for the new rotation.
Q: When in Unity 5.5 version, there is no shadows in the volume shader clouds in the main demo (or appear only in certain sun angles)
A: It seems shadowing has changed a lot in Unity 5.5 and now the shadows from the quad plane that casts the shadows (e.g. “Cloud (108)” object in the first cloud type) are affected by the sun direction is strange (buggy) ways, this is probably a bug from Unity side and hopefully will be fixed in one of the upcoming versions. This issue is not happening in Unity 5.3.2f1. The issue is happening with any object of larger scale as well, so is not Sky Master specific and is due to the new (buggy) version of Unity 5.5 shadows system. The specific version i test on is 5.5.0f3 of Unity.
Q: In Unity 5.5 when volume lighting is used the light may flicker at game start for a split second.
A: The issue can be addressed by adding an extra intitialization for Unity 5.5 cace, as described in the spoiler below
I have found the fix for the game start flicker, it seems the image effect in Unity 5.5 requires an extra initialization in Start()
In AtmosphericScatteringSkyMaster.cs script, add a new Start() function as:
void Start(){
OnWillRenderObject();
}
and in OnWillRenderObject() function, below the line “m_currentCamera = Camera.current;” add a check to avoid errors produced when the camera is not defined
if(m_currentCamera == null){
return;
}
These changes initialize the OnWillRenderObject(); at game start and removes the initial flicker.
Q: Sky rendering is not correct oe changes suddenly (or is dark or reddish) when camera is in big heights.
A: Enable in the Sky section the option “Sun system follows player” checkbox (under define player button).If the volumetric lighting module in CameraFX section is used, for higher heights regulate the “Lower Horizon Fog Amount” to near zero, the higher value (e.g. 3 in the demo) may produce a darker sky in higher heights.
Q: Is there a way to ser the Timer with real world clock ?
A: I have created a timer script, attach it to the SkyMasterManager script (add component on the object) and use the “Static Reference” checkbox to use the time & date mentioned in the script (for custom start date) and the “Start with real time” to use the real world time than the custom one adjusted below. The script is available on PM request.
Q: The included RPT script does not work and produces an error or game does not build (in RPT v3.3g)
A: RPT latest version has done some changes (the script used v3.3c), so in Sky Master RPT script (SkyMasterRTPConctroller.cs), comment out lines 70 and 113 that call the _targetRT.Update(); method, this will solve the issue and allow the game to run and build. An update for the script for the latest RTP version will be included in the next verson (v3.4.8)
Q: How do i setup the various ambient lighting modes ?
A: Sky Master has two ambient modes, one is working with Unity’s Lighting settings Color or Gradient modes and is manipulating ambient color by the Time of Day colors defined in SkyMasterManager script (“Day_Ambient_Color”, “Dusk_Ambient_Color” etc). When Skybox ambient mode is enabled in Unity’s Lighting settings, the system has an option to update the ambient color based on the dynamic sky color for best match, which is enabled with the “Update ambient from sky” checkbox in Configurator Sky section.
Sky Master ULTIMATE v3.4 demos:
It has come to my attention that Webplayer based demos may experience severe slow down, especially on laptops and windows 10 systems, which is probably a bug in Webplayer in newer systems (i suppose this is due to the stop of the Webplayer support).
I recommend using the below standalone demos instead (Windows), for preview of the system.
Atoll - Auto Weather
https://drive.google.com/file/d/0B-QCdE1dswQBc2pZV3A2anVPWWM/view?usp=sharing
Atoll - Cloud Light Scatter
SkyMasterULTIMATEv343_Demo.zip - Google Drive
GI Proxy with Volume Lighting
SkyMasterULTIMATEv349_GIProxy_Demo.zip - Google Drive
Airplane demo
SkyMasterULTIMATEv3_Demo_Airplane.zip - Google Drive
Dark Mood - Dynamic Particle Clouds
SkyMasterULTIMATEv34_Demo_DynamicParticleClouds.zip - Google Drive
Fall through clouds
SkyMasterULTIMATEv31_Demo_FallThroughClouds.zip - Google Drive
Webplayer Atoll demo: https://dl.dropboxusercontent.com/u/79230236/Sky Master/SKY MASTER 3/SM34/ATOLL v3.4.3 DEMO.html
Webplayer GI Proxy Demo: https://dl.dropboxusercontent.com/u/79230236/Sky Master/SKY MASTER 3/SM34/GI PROXY v3.4.3 DEMO.html
Sky Master ULTIMATE Image based tweaking guides:
Haze tweaking image based guide:
[HDRP-UPR ✅] Sky Master ULTIMATE-Physical skybox-Volume clouds-Weather FX-Ocean-Realtime GI-Mobile - Community Showcases - Unity Discussions
Sky presets image based guide:
[HDRP-UPR ✅] Sky Master ULTIMATE-Physical skybox-Volume clouds-Weather FX-Ocean-Realtime GI-Mobile - Community Showcases - Unity Discussions
Reflections tweaking image based guide:
[-50%OFF in Black Friday Sale!✅]Sky Master ULTIMATE: Sky, Ocean, Volume Clouds-lighting, Weather, RTGI - Community Showcases - Unity Discussions
Moon setup image based guide:
Imgur: The magic of the Internet
New version of the Dynamic Snow shader for SpeedTree (Sky Master ULTIMATE v3.4) is available at: Sky Master ULTIMATE SpeedTree SM35 Shader (Unity5.4.2f2 - Shader Ver. Unity 5.4.3).unitypackage - Google Drive
Sky Master ULTIMATE v3.4 features:
- New Gradient and Curve based coloration and parameter adjustment system for easy and powerful
sky, cloud and fog control - Volumetric evolving clouds with light scatter and fogging
- Volumetric lighting system for sun shafts on any sun direction with light scatter
- New water features including embedded fogging in water shader
- Caustics and underwater enchancements (e.g. caustic height cutoff, fog controls)
- Enchanced configurator system, with increased usuability and easier access with tabs
- Rainbow system for rainy weather
- Volcano volumetric smoke and motion FX
- New Shuriken option for Volumetric Particle clouds, with multiple samples
- Support for Relief Terrain Pack (RTP) asset snow and water-rain on land features
- More options for wind controls on clouds (offset to global wind for individual fine tuning)
- New weather event system features, including weather looping
- Support for Infinite terrains with player follow system
- Support for InfiniGRASS v2.0
- Multiple additions, tweaks and new configuration options for pre v3.4 systems, detailed below
More v3.4 changes on pre v3.4 system and patches on v3.4 new features in detail (final version v3.4.4 on Uniy Asset Store):
Sky Master ULTIMATE v3.4 Beta - Patch #3 (v3.4.2)
The patch stabilizes the random flicker of sky in editor mode (game mode is not having the flicker issue, it is editor side only). Also i have added a first base of the dust emulation in the new volumetric lighting system and augmented the GI Proxy demo with it.
Sky Master ULTIMATE v3.4 Beta - Patch #2 (v3.4.1)
- Added public variables to set the layers in “is_cloud” case in SetRenderQueue script, so clouds can be sent to back render layer (e.g. layer -1) when the player is on ground.
- Fixed issue where moon system would not be affected by worldscale factor if lat/lon moon is setup before the scaling happens (currently will work normally if scaling happens first and then lat/lon moon is activated)
- Added option for volume particle clouds to be created on map center or a customized shifted position (currently is enabled in a way such that will traverse the map with wind, this will remain the default option)
- Added option for volume particle clouds to be created on a custom center
- Fixed issue where the volume cloud bed size would not be affected by the cloud bed size factor in Inspector (only the wind related placement was affected).
- Add a help text stating that the Skydome option is for special cases (e.g. when two skies needed in the same scene or skybox is not available or viewable) and should not be used for the normal sky case (which works in the Unity 5 skybox by default and is enabled when “Add Sky” is pressed and is the most feature full version)
- Added two presets for easier ground shader setup (dry and wet ground sample parameters)
- Fixed issue with the new Volume Lighting system in Forward rendering path, where there was vertical shadow ghosting when Occlusion was used in this camera mode.
Final patch (v3.4.3) :
-
Tweaking of new volume clouds to look like the demo tweaked when entered from the Inspector step by step setup
-
Preset types for coloration and curves for the above purpose and variety
-
Added control of the back distance of the new volume lighting system, so distant mountains that do not receieve shadows wont look overly bright and control of this brightness so the effect can be adjusted as needed per case (also added Inspector controls)
-
Finilized Shuriken option for Volume Particle Clouds and readjusted some of the parameters auto adjustements for the new system to be perfected in looks
-
Solved and issue with new cloud shadows where the cloud camera facing system would rotate the shadow plane and create moving shadows, now i remove the shadow plane when the camera facing option is activated.
-
Optimized the Volumetric Gradient Fog (gradient is now in a more optimal spot in code)
-
Added option for new clouds to follow the player, for infinite worlds
-
Added loop option in the weather events system and refined the GUI
-
Fixed issue where the sun coloration system would bug the Auto ambient calculation and create a over bright intensity
-
Added RTP support for rain and snow weather
-
Set Water tiles colliders to disabled by default (can be enabled easilly in the inspector if needed)
-
Added option to define back Volumetric light distance (depth) and also control the intensity beyond this distance (so distant mountains even if not receieve shadows can look darker and still get shafts on top) (AtmpshericScatteringOcclusinSM34.shader and AtmpshericScatteringSkyMaster.cs scripts)
-
Added volcano effect in Special FX section
-
Added last volume shader cloud type and handling (type SideC)
-
Menus are now by default open when entering the Configurator
-
Added extended shader cloud coverage (up to 1.1 than 0.1 max)
-
Added speed of shader clouds based on windzone and also an offet to fine tune over this base effect
-
Added wind speed and follow in L2 shader clouds
-
When gradient coloration if turned off, new svolume hader clouds did not get shadow difference right (fixed, color timer form skymanager is now always calculated so can be accessed properly)
-
Added tweaks to non gradient system coloration for clouds (using the pre v3.4 lerp system)
-
Added extra help in Inspector (for foliage shaders, water and when options are not yet available)
-
Added Awake instead of Start() in GlobalFog for gradient definition initialization
-
Fixed warnings for particle.color and .size in VolumeCloudSM script
-
Added three Shuriken Volume Cloud samples (fast color change and vertical shaping, both camera roll stabilized) and final coloration tweaks
-
Added underwater Volume fog density variable and Inspector density control, for separating the volumetric fog density when underwater for easy customization. This is enabled when the new Curve based Volume Fog control system is activated (controls the offset of the curves that define the per time of day fogging)
-
Added fog in water shader, so Unity fog does not have to be used to fog the water (this helps when Unity fog needs to be less than the needed to fog water for the rest of the scene items). This is integrated to the system as well and works with the new Gradient based sky system (and previous non gradient based one), plus extra options are added in the inspector for easy setup (underwater color, under and over water for start distance from camera, density etc)
-
Decoupled the reflection auto adjustment from the system when underwater and using Gradient sky auto adjustments overwater, as it created undesired effect.
Speed Tree shaders download: The shaders must replace the ones in the leaf material of SpeedTree trees and then will be ready to receieve snow in Snow Storm weather. Link: https://dl.dropboxusercontent.com/u/79230236/CUSTOM/SpeedTree_SM3.unitypackage
Sky Master introduces the Extreme Draw Call Optimization (EDCO) initiative, that provides a complete real 3D volumetric cloud bed and physically based sky rendering for only 2 draw calls !!! The most extreme draw calls optimization is here.
Sky MASTER is the new asset for Sky control and artistic design. The tool was inspired by the need to have fully controllable spectacular skies, dynamic & volumetric clouds in Unity Free, with complete seasonal control, weather effects like rain, tornados, heavy strorms with lightning, snow storms with freeze and ice formation effects and much more.
The asset makes heavy use of Particle Dynamic Magic for the particle systems and dynamics, and also includes GI Proxy for Global Illumination effects, assigned to the sun. Spot and point light GI is also supported for night time and local lights.
SKY MASTER is envisioned as the ULTIMATE compatibility sky tool, for both Unity FREE and Pro and for all platforms.All Unity Free and DX9 users can now enjoy spectacular physically based skies and dynamic volumetric clouds & haze. Unity Pro users will of course benefit from extra screen effects and special care for that is planned as well.
Features
The pack provides a system that:
- gives spectacular skies and cloud rendering and dynamics in both Unity FREE and PRO, at blazing fast speeds.
- Has a true volumetric particle system with two methods for volumetric clouds and smoke/haze, plus dynamic sun beams with occlusion, all working in Unity Free !!!
- provides various methods for cloud simulation and lighting.
- provides a method of dynamic Global Illumination approximation for the sun and also include spot & point light GI as well.
- gives a controllable day/night cycle, with auto adjustment of scattering, clouds etc for that purpose
- is compatible with SM2.0, deferred and forward rendering, linear & gamma modes and both DX9 and DX11, plus does not require Unity Pro. Ultimate compatibility.
- give the option to render the sky to cube texture in Unity Pro and use it as Skybox.
- provide artistic and dynamic controls for the sky rendering (ring mode etc) and the cloud manipulation (local coloration, attractors, turbulence etc).
- be readilly compatible with ORK Framework (time variable control)
The “ADVANCED WEATHER” effects include:
-
REAL LIGHTNING: Lightning that can hit actual targets, even as they move and produce optional chain lighting effects
-
REAL TORNADO: Tornado that can actually affect clouds as it passes by realistically and can be manipulated.
and many more.
There will be two versions of the asset - The “CORE” and " ULTIMATE":
The “Core” version will not have Global Illumination or the Advanced Dynamic Weather effects (it will have weather effects, just not the very advanced ones, like cloud manipulation from the hero etc), but will be compatible with the GI Proxy tool,so everyone that has the pack or buy it, will enjoy GI with the core version as well.
The “ULTIMATE” version will have both Global Illumination and the Advanced Weather effects, plus a big collection of skies to use.