Azure[Sky] - Dynamic Skybox v8.0.4

Yep…

Unity: 2022.3.8f1
Azure: 7.1.2
Replacements: URP_14_0_7

@DenisLemos just checking to see if you’ve seen the info above.

I’m very sorry for the delay!

I have just test here with this same setup and all is working well (tested in a new empty project), the only difference is that I’m using Unity 2022.3.15f1

I noticed that in the recent urp versions, the fog render feature is now throwing an “Insertion Failure” error in the console, it is from an internal Unity code that at least can be avoided, and a fix for it is on the way maybe in the next week.

Regarding the fog issue, I don’t know what can be causing it, by your screenshots, it seems to be an error in the render feature injection, and not in the fog computation. Is it also happening in the built-in render pipeline, or is it exclusive for the urp? There is a chance that something was changed by Unity again in the urp package, to be honest, I’m tired of this urp shit, I have also just tried to test the URP Sample Project to make some tests, and this is the worst thing I’ve ever used in terms of software in my entire life, impossible to use, even worse than the UIBuilder, which until then was the buggiest piece of software I’ve ever used before, and my new computer is not bad (Ryzen 5600g, RAM: 32GB, RTX3080), and even so, the sample scenes were impossible to run, very lag, editor freeze for a lot of seconds and finally, the editor crashing. OMG, what are they doing with Unity?

I don’t know if I will be able to fix this issue because I can’t reproduce it here, and I also think you are the one chosen by the “gods of software” to get this issue, because I have not yet received a similar issue request here or by email. In this case, I think the best alternative for you is to email me with your invoice number, so I can proceed with a refund.:frowning:

Taking the opportunity of this post, thank you for the feedback. It is current very difficult to bring new features to Azure[Sky] (especially new rendering features) because we are spending most of our time fighting breaking changes made in the urp, I think it is the same reality of the other asset devs out there. This is the reason I want to wait until the Unity 6 release for developing the next big update of Azure[Sky], so we can see if there is a real change in the Unity direction or if the future is just an infinite cycle of fighting breaking changes.:wink:

But I agree with you, I’m also wanting to put more effort into the clouds.:slight_smile:

@DenisLemos thank you for your help. Thank you for taking the time here! It’s amazingly helpful and I promise I am singing Azure’s praises all around!

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My game is a fantasy world with 2 moons. Is it possible to have more than one moon with this asset?

(Sorry if this is a dumb question - I’m new to Unity and I’m currently learning my way around it).

Hi,

Thank you for your interest in Azure[Sky], but unfortunately it is not possible.
Only one moon and one sun is supported!

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I do not think there are any dynamic pure fantasy skybox assets out there. Would be a good asset for those wanting some elder scrolls skies.

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Amazing asset, I have been using it for most of my projects. I have one question about the fog scattering though. Especially at night, I can see the bloomy moon fog behind objects that I shouldnt be able to see. I go inside a house and there is a bloomy fog when you look at the moon direction. When I turn off the fog scattering in the URP settings, it goes away but I loose the scattering as expected so I am not sure how to handle that problem.

Hi,

Firstly, thank you for using Azure[Sky]!

I think it is caused by the Mie bright that can show through the closer objects in the scene if the Mie distance is a bit higher, try to set the “Mie Distance” from the “Scattering” tab of the “AzureSkyRenderController” component, to zero. When the Mie distance is zero, the Mie bright will only show far away.

Hi. New to the asset. So far it’s going really well.

The only issue I have is that when I enter a cave/new scene and return to the previous scene, the time is reset.
Is this because I don’t have Azure in that scene? Do I need to add it to every scene?

I saw you mention the persistent time a couple years back, but I don’t see it in the time controller. Did you decide not to do it, or was it changed to something else?

Thanks!

Hi,

It is already implemented, but for the Beta version!

Consider using the beta version (the Beta version is more polished and fast than the current version) if you want this feature by default, otherwise you will need to implement your custom solution by saving the timeline value when you enter the cave and set it again when you are back from the cave. You will also need a sky prefab in the cave scene if you want the time to keep moving on while in the cave, even if you opt by your own solution.

I don’t know the complexity of your game, but for my game I would implement a system called “World Streaming”, the concept of this technic is very simple, you have a main scene with the sky prefab, game manager, etc… And while the player moves around the world, you can just load the new areas into the main scene using the LoadSceneMode.Addtive of the SceneManager.LoadScene, and unload the previous areas using SceneManager.UnloadSceneAsync. This way you will avoid the need of keep tracking things between scenes, note that the global time feature of the beta version, just track the timeline value, if you want it to also track the weather, you will need to implement your own custom solution, but by implementing a “World Streaming” system, you can avoid it.

The beta version package is located inside the asset, if you want to try it, just save the beta package to an external folder, delete the entire Azure[Sky] from your project, and finally import the beta version to the project. Remember to always save a backup of your project before doing big changes.

I’m not that great at programming yet, but thank you for letting me know and for the advise that I will plan to use as it sounds like what I want, and just recently learned of loading scenes into current ones.

I’ll let you know how it goes.

Thanks!

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I am setting up now my second game with Azure Skybox, and I have an issue: the fog from Azure generally works well, but does not seem to apply to trees in billboard mode, so they appear too sharp compared to the terrain and trees in 3D mode.

The only workaround I could find was to setup the unity fog at a similar distance as the Azure skybox, but doing that, I lose the nice effect of Azure fog that it applies more in the valleys than on the mountains.

Is there a smarter way to do this ?

Thanks a lot for your support.

Hi,

It is likely that the billboard shader you are using does not draw to the depth buffer, so it is ignored by fog scattering effect, generally transparent shaders does not support it. The fog effect in Azure[Sky] is a post-process effect, so it requires the objects in the scene to draw to the depth buffer texture, otherwise it will not “exist” for the fog process.

The reason it works with the default Unity’s fog is because Unity’s fog is applied directly in the shader using a simple fog calculation.

There are 2 ways I know to fix it:

  • Using a shader variation that draws the billboards to the depth buffer texture. I’m not sure if the Unity’s vegetation shaders support it by default, I think the Speed Tree shaders support it. In the Asset Store you should find third part assets that should support this feature, I have used the Advanced Foliage Shader v5 for the videos, demo scenes and screenshots, it is also very cheap, only $10 for what it does, but keep in mind it does not support URP.

  • You can use the same approach used by the Unity’s fog and, compute the fog scattering directly in the billboard shader, but it requires a bit of knowledge in shaders. In the documentation, there are instructions for adding fog scattering support to custom transparent shaders. In the first post of this forum, there are instruction on how to add fog scattering support to some water shaders out there, the idea and process is the same for any transparent shader. It should be a bit more difficult to implement in this case because generally the vegetation shaders are not only one shader, but a set of different shaders.

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

Thanks a lot for the answer, it works fine with the Advanced Foliage Shader v5.

Now, I have another question: is there a water shader that works well with Azure Skybox ? I am now using Stylized Water shader, and the water does not work with the Azure fog.

I’m glad the Advanced Foliage Shader v5 worked for you. Regarding the water, there is a water system from the same developer that support Azure[Sky] by default, it is called Lux Water, and all you need to do to make it work is just uncomment one or two lines as explained in its documentation. The downside is that this water system is not stylized, it tends to a more realist side.

Generally, most water system will require some modification to support a third party fog system, because most water system are rendered in the transparent queue and consequently does not support depth buffer.

And regarding the Stylized Water Shader, unfortunately I don’t have this asset for testing, but I think the way to edit it and make it support the fog scattering effect, should be similar to what is shown in the instructions for other water systems that you can find in the first post of this forum.

For the Stylized Water Shader in particular, I saw they have more assets with extra features for the water like shore lines, underwater and more. It will make your life a bit more difficult because it will be necessary to edit each extra shader to make it compute the fog effect locally.

Thanks for the reply. The developer from the Stylized water asset provided a simple answer around your lines that works perfectly.
Stylized Water Shader - Desktop/Mobile/VR [Built-in RP] page-13

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Hi Denis! I’m getting an error using the newest version of the Azure, I’m using Unity 2021.3.23f1, maybe this an package version problem. How can I proceed? Thanks in advance

I chose version URP_10_1 as replacement, and I started getting this errors, 9715444--1388680--upload_2024-3-21_17-55-58.png

9715444--1388677--upload_2024-3-21_17-54-2.png

Hi,

Firstly, thank you for using Azure[Sky] and I’m sorry you are having issues using it!

I have just installed Unity 2021.3.36f1 LTS here, and tried a new fresh project with Azure[Sky], and all is working as it should, no error messages. The error messages are saying that the API related to the URP was not found for some reason, so when the Azure scripts try to use it, the error message is thrown to the console. The “ScriptableRendererFeature”, “ScriptableRenderer”, “RenderingData”, RenderPassEvent", “ScriptableRenderPass” are from the URP API, and all the error messages are saying that it was not found. Maybe you are using another version of the URP that comes for that version of Unity? By default, in my fresh installation and fresh new project using Unity 2021.3.36f1, it says that the URP version installed in the project is 12.1.14.
9715543--1388689--AzureURPTest.jpg

I have installed this same replacement, it is the right replacement package to use with the default URP version installed in my fresh new project (v12.1.14).