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.
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.
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.
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)
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)
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.
[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.
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.