Azure[Sky] - Dynamic Skybox v8.0.4

Hi,

Have you experienced any issue? I just test it here with the last Unity 2023.1.8f1 in both Built-in and URP render pipelines and all seems to be working ok.

Built-in:
9222801--1287717--Azure_Sky_Built_In.jpg

URP:
9222801--1287720--Azure_Sky_URP.jpg

Hello.
I have 2 errors while open project with 2023.1.9

Assets_ThirdParty\Azure[Sky] Dynamic Skybox\Scripts\AzureFogScatteringFeature.cs(80,13): error CS0619: ā€˜ScriptableRenderPass.Blit(CommandBuffer, RenderTargetIdentifier, RenderTargetIdentifier, Material, int)ā€™ is obsolete: ā€˜Use RTHandles for source and destinationā€™

Assets_ThirdParty\Azure[Sky] Dynamic Skybox\Scripts\AzureFogScatteringFeature.cs(81,13): error CS0619: ā€˜ScriptableRenderPass.Blit(CommandBuffer, RenderTargetIdentifier, RenderTargetIdentifier, Material, int)ā€™ is obsolete: ā€˜Use RTHandles for source and destinationā€™

They are always changing the API of the newer URP versions, so you need to import the Azure[Sky] replacement package according to the URP version you are using. In this case, you should import the replacement package called ā€œURP_14_0_7.unitypackageā€ located at the ā€œ_Replacementsā€ folder.
9232401--1289754--URP_Replacement_Package.jpg

According to the errors you mentioned, you may be using an old replacement package that uses the old API.

1 Like

Is this approach where fog can only be seen at runtime, and the adjustment effect can be seen directly in the editor like ambient light?

By default, it will work only at runtime, because what does the trick is inside the Update() call. To see the changes also in the edit mode, you can try to add the ā€œ[ExecuteInEditMode]ā€ attribute before your class definition. This will force the Update() to be called in edit mode when there is a change in the editor.

Example:

using UnityEngine;
using UnityEngine.AzureSky;

[ExecuteInEditMode]
public class UnityFogController : MonoBehaviour
{
    public AzureWeatherController weatherController;

    void Start()
    {
        UpdateUnityFog();
    }

    void Update()
    {
        UpdateUnityFog();
    }

    private void UpdateUnityFog()
    {
        RenderSettings.fogColor = weatherController.GetOverrideColorOutput(44);
        RenderSettings.fogDensity = weatherController.GetOverrideFloatOutput(45);
    }
}
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Hello,

I noticed that the fog light is going behind objects like walls, terrain, and mountains meshes.
Lowering the fog intensity does minimize this, but I do like how it looks with the fog being more intense. Is there a way to keep the fog with higher intensity and have it less visible behind objects, or could this be because I have something setup incorrectly?

I am using Unity 2022.3.4f1 URP and version 7.1.3 of Azure Sky

Hi,

This light is from the Mie bright, in the ā€œScatteringā€ tab of the ā€œAzureSkyRenderControllerā€ component there is a property called ā€œMie Distanceā€ that handle it. You can try to set it to zero, so the Mie bright should not be visible through the objects near the camera.

2 Likes

Worked, thank you.

1 Like

Hi all.

Simple question. Does Azure work in URP with deferred rendering?

Regards.

Hi,

Yes, it works! Tested using Unity 2022.3.7 LTS.
9395891--1314902--DeferredRendering.jpg

2 Likes

In my game a character enters a cave. I need it to be dark inside. Lighting will be provided by light sources inside the cave. While using Azure[Sky] Dynamic Skybox there is no darkness inside the cave. It looks like Im in a shadow. After messing with the editor I figured out that variables in script public class AzureWeatherController can help with this:
environmentAmbientColor - Multiplier
environmentEquatorColor - Multiplier
environmentGroundColor - Multiplier
How do I change these Multiplier in runtime mode from script? Can you show an example of code?

Hi,

Setting the multiplier of a custom property is not the best approach, each custom property in the weather profiles supports a configuration value between (0.0 to 1.0), but if you require a value between (0.0 to 8.0)? In this case, you set the Multiplier property from the weather controller to 8.0f, so the output value will return a value between (0.0 to 8.0).

In the beta version that come with the package, the multiplier was removed because you can set the min and max values of the custom properties, and the multiplier is not required anymore.

I think in your case, the best approach would be to use a local weather zone covering the cave area. Then you can attach any weather profile to that particular weather zone and configure the blend transition, so when the weather zone trigger enters the local weather zone area, the weather will change to that weather profile.

The properties you mentioned are available for customization in each profile, you can just set a different color directly in the profiles instead of setting it by script. Note that these properties only make effect in the scene, if the environment lighting source from the ā€œLightingā€ window is set as ā€œGradientā€.

I think this approach is better because you can ease configure a lot more properties directly in the weather profile than handle it in runtime by scripting. And, when the player gets outside the cave, the weather should automatically back to the global weather.

See this video tutorial that shows how to configure weather zones:

https://www.youtube.com/watch?v=9EiN9SRCklo

I hope it can help you, let me know if you need more details.

Just chippin in :). Any roadmap for the asset or plans for Azure Sky v2 ? :slight_smile:

Latest version
7.1.3

Hi,

Good question! Actually, there is no road map, but Iā€™m current working on a new version!

Next year (2024) Azure[Sky] is completing 10 years since the first release. It is going to be 10 years of uninterrupted support and free updates.

There is a chance that the next version, (and when a say the next version, it means the next big update, Iā€™m not counting the minor updates to fix bugs and add minor features) will be released as a new asset called Azure[Sky] 2 or something like that!

As Iā€™m current working on the script side, there are not too many things to show right now. Last week I just finished the core component system that will handle all the other features, this component will be the heart of the asset, and around this component all the other features will be built up. This one will drastically increase the modularity of the system, and it will bring me the liberty to add different styles of sky system in the same asset.
9544078--1348051--AzureCoreSystem.jpg

The idea is to add a system of plug and play around the AzureCoreSystem component, so I can easily integrate a new stylized sky render system, a realistic sky render system as well the sky render system already in use by the current version, so the users can just choose the best setup and features they want to use. In other words, the idea is to make Azure[Sky] be a lot of different sky system in only one asset. Even if you do not want to use any of the sky, fog, particles, from Azure[Sky], you will want to use this core system to handle a third party sky system or maybe an eventual cloud system or sky system that Unity may create in the future.

However, there is no estimated time for the releasing, as this is being done slowly and very calmly, each feature will be meticulously planned, and other features are still going to enter the research stage. One of the goals is also to only releasing the new version with a professional and detailed documentation, which is one of the missing points of the current version.

I do not want to rush the development of the next version because the current version is a well battle tested asset and also its development is being intercalated with the development of my painter tool called ā€œSurface Painterā€. To anyone that want to know more about the ā€œSurface Painterā€ tool, just check my Twitter account: https://twitter.com/SevenStarsGames

Thanks for the update :). Thats good to know stuff is moving forward regardless of pace :). If I could have one wish for the new asset is to put a bit more love into clouds. I donā€™t necessarily speak about volumetric stuff, but some cool stylized stuff ;).

Hope all Your plans will work out and definetly keep the thread updated if u hvae something cool to show from the next iteration of the asset :).

1 Like

Hey @DenisLemos thank you for the asset, great stuff, but Iā€™m having some issues with the fog scattering feature that Iā€™ve added to the ā€œURP-High Fidelity-Rendererā€ā€¦ it puts a HEAVY haze over everything, even when the weather controller is telling it to use ā€œClearā€. Hereā€™s a pic with the fog scatterer onā€¦

And hereā€™s the same shot but with that renderer turned off in the URP rendererā€¦

How can I get it to look normal and not hazy/smokey?

Thanks in advance!

Hi,

Firstly, thank you for using Azure[Sky]!

In each one of the weather profiles, you will find some properties used to control the fog. I think the handle control you want is the fog smooth step. There are separate controls for the ā€œGlobal Fogā€ and ā€œHeight Fogā€, the ā€œGlobal Fog Distanceā€ and the ā€œHeight Fog Distanceā€ controls the distance in which the fog will completely cover the scene.

9553726--1350265--FogSnoothStep.jpg

The controls called ā€œGlobal Fog Smooth Stepā€ and ā€œHeight Fog Smooth Stepā€ are used to apply a fog transition from the places where there is no fog until it is completely covered by the fog. In your first screenshot, it seems that the fog smooth step is a bit higher. Try to reduce the fog smooth step for both the global and height fog of the weather profile in use.

I hope it works!

@DenisLemos thank you for the suggestions. Unfortunately, those settings donā€™t make any difference in the haze at all. Additionally, at night, everything has a blue shading to itā€¦

Thoughts?

Can you inform theā€¦

  • Unity version you are using?
  • The Azure[Sky] version you are using? (main version or beta version)
  • The URP Replacement package you used?