[-50% SALE, save $600✅] InfiniCLOUD HDRP-URP, Volumetric Clouds for the new pipelines & Mobile

InfiniCLOUD HDRP: Volumetric Clouds

InfiniCLOUD HDRP is a volumetric clouds system for the new Scriptable Render Pipelines in Unity, with focus on HDRP pipeline.

The effect is globally compatible with all platforms and SRPs and supports both desktop and mobile platforms.

Features:

  • Volumetric clouds that can be used in HDRP, LWRP (or URP) and Standard pipelines
  • Volumetric ground fog or top down view clouds using the system in below camera mode
  • Dual layer possibility for up and down clouds
  • Rainbow shader
  • Volumetric lit particles module, for effects like smoke and round planet clouds
  • Lightning system, with randomized lightning spawn, target definition for strikes and lightning on clouds

The system has been submitted to the asset store for review and will be upgradable from Sky Master ULTIMATE.

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Photos:











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Reserved

Clearly an impressive clouds asset. I’m not in the market for one right now, but your dedication to customers is perfect.

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Thanks :), i try to cover the new SRPs as much as possible, have done ** Sun Shafts for LWRP** (and URP also as forward renderer feature, to release soon ) and also Volumetric Fog for LWRP (to be submitted this week), this new clouds system is compatible with all platforms and pipelines for global adaptation.

I hope HDRP gets a custom image effect API soon as well, so can expand upon that as well.

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UPDATE:

I was asked by few users if this is HDRP only, so to clarify the system works on both LWRP and HDRP, plus on URP probably, but have not tested it yet for this one. I will update after do some tests specific to URP in Unity 2019.3 and get back on this as well.

UPDATE:

The system is currently under review, unfortunately there is a setback because Unity has few issues with their asset store backend, so review will take a bit longer than usual.

For any ** Sky Master ULTIMATE** user interested in the new **InfiniCLOUD HDRP ** system, i can send the first version in Google Drive download asap, let me know in PM.

InfiniCLOUD HDRP is now up at the Unity Asset Store !!!

An upgrade path for current Sky Master ULTIMATE users has been created so can upgrade directly for only $5 !!!.
The upgrade will be activated later today or tomorrow (2 October 2019).

Two more SRP system are also available, ** Sun Shafts and Volumetric Fog ** (will be released soon in Store, submitted for review)

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InfiniCLOUD Used with latest Unity 2019.2 HDRP image effects.

A complete Unity 2019 based version will be submitted to the store soon.

UPDATE:

The Unity 2019.2 version is now done and is available for download in Google Drive for anyone interested.

Some of the demos for Unity 2019.2 version

An upgrade path for current Sky Master ULTIMATE users has been created so can upgrade directly for only $5 !!!.

Two more SRP systems are also available, ** Sun Shafts and Volumetric Fog ** (both will get a URP version option using the forward renderer feature soon)

InfiniCLOUD v1.1 has been submitted to the store and pending review

v1.1

  • Submitted with Unity 2019.2.9f1 for compatibility with latest unity version
  • Rework of few of the demos for better results

One of the few things that was making me afraid of switching to HDRP.
Bought, I’ll tell impressions later.

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Hi,

Let me know for anything that comes up.

This method has the perk that is globally compatible, and can be used in all pipelines and platforms because is not image effect. Also will appear in reflections like any other object without special setup.

Hi, trying it a little bit, nice solution and works very well for clouds, the interface is a little cluttered.
What’s the control to “bring down” the clouds, since for it to not be cut off by the camera it needs to have a very far clipping plane.
Thanks.

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[quote=“shredingskin, post:15, topic: 758351, username:shredingskin”]
Hi, trying it a little bit, nice solution and works very well for clouds, the interface is a little cluttered.
What’s the control to “bring down” the clouds, since for it to not be cut off by the camera it needs to have a very far clipping plane.
Thanks.
[/quote]

I attach an image with tweaked settings (in red and inside the game window), the main one is the “MultiQuad C Heights” vector. Its x is the cloud actual height on scene. The Y is the shader scaling of the height to change its coverage and looks.

Also you can change the apparent scaling of the clouds by the “Cloud Density” factor, this will not move the scene object but rather scale on a shader level, so if you bring clouds closer in scene can use this to make them appear further in shader.

For these setting i use 1500-2000 in camera far view distance. I also attach a scene file with the settings applied for reference.

5079344–499679–ShaderVolumeClouds SRP DAY OPTIMIZED LOWER VIEW DISTANCE.zip (83.5 KB)

Also a feature that is not currently exposed in the Beta clouds control script is the transparency control texture, you can set one texture with transparent areas like in the image above and play with scale and offset to create holes in the clouds so they do not appear uniform.

How does this work with the PBR sky? Does it override it or can it work together? Mind sharing the workflow so that I can determine if this asset can fit into my project? Thanks.

The clouds are just an object in scene, they do no changes at all to any settings for sky, lights etc so can work with any skybox directly.

That also has the perk that is ready for reflections without any special setup


Video of the system runinning in LWRP. This version will be included in the asset in next version.

Also available now on PM request.