[Bundle offer - Save $600! - HDRP-UPR ✅] Sky Master ULTIMATE-Physical skybox-Volume clouds-Weather FX-Ocean-Realtime GI-Mobile

Work in progress on new Sky Master ULTIMATE HDRP demo with calm water and Volumetric Lighting and Clouds.

Sky Master ULTIMATE HDRP - Volumetric Fog of War

Sky Master ULTIMATE HDRP - Cloud masking for Fog of War functionality WIP.

The full volumetric clouds will support a new Fog Of War mode in the next HDRP Beta version (9.0)

The effect will also be ported to Standard and URP pipelines soon after the first HDRP version is finalized.

Sky Master ULTIMATE (Sky Master ULTIMATE: Volumetric Skies, Clouds & Weather | Particles/Effects | Unity Asset Store) HDRP - Oceanis new demo WIP for Beta 9

Volumetric Clouds type 2 (background clouds, no fly through) with Lightning.

Volumetric Clouds type 1 (background clouds, no fly through) with Lightning.

Sky Master ULTIMATE HDRP Beta 9, Volumetric Clouds type 1 (background clouds, no fly through) and 2 (support fly through cloud volume) with Lightning. Type 2 with lightning support is already included in current Beta 8, type 1 is also included and Lightning on those will be supported in the upcoming Beta 9.

Sky Master ULTIMATE (Sky Master ULTIMATE: Volumetric Skies, Clouds & Weather | Particles/Effects | Unity Asset Store) URP - **Ethereal **Volumetric Lighting system.

New detailed Forest demo WIP for Beta 13 (Ethereal v1.1.5).

URP Water underwater possibilities using the Ethereal volumetric lighting system

HDRP water using the latest Oceanis HDRP module








Sky Master ULTIMATE HDRP and URP water.









Sky Master ULTIMATE HDRP - Oceanis Water system WIP

Sky Master ULTIMATE HDRP - Oceanis system for water and endless sea rendering.

WIP on a new demo and refinements to the system. Added option to add dynamic foam regions in the map, the foam is real time calculated by a fluid solver and can handle dynamic objects affecting the foam in real time.

The next step is to affect the water mesh using the fluid solution, this option will be shown in the next video.

The system is a starting base of what is possible, for example the foam can be adapted to multiple regions using a positions array passed to the shader, or even have different simulations with more textures and fluid solvers.

Sky Master ULTIMATE HDRP - Oceanis system for water and endless sea rendering.
WIP on the dynamic shore line waves and foam systems.









Sky Master ULTIMATE HDRP - Oceanis system for water and endless sea rendering.
WIP on the dynamic shore line waves and foam systems and underwater effects.

Sky Master ULTIMATE HDRP - Multiple camera usage and sun light color control. One camera that is the current visible one must be tagged as “MainCamera”, and the other should be untagged.

Standard Pipeline

URP

Sky Master ULTIMATE - Round planets volumetric clouds tests in URP and Standard Pipeline.

Sky Master ULTIMATE HDRP - InfiniCLOUD new demo

URP
https://www.youtube.com/watch?v=Lg8KtwiPNlY
Standard Pipeline


Sky Master ULTIMATE - Round planets volumetric clouds and Atmosphere tests in Standard and URP Pipelines.

Sky Master ULTIMATE HDRP - Oceanis endless ocean module WIP

So many broken image links :stuck_out_tongue:

Hi :slight_smile:

You mean in orher pages ? In this i see all images, do maybe need a reload :slight_smile:

Io can see them all, I don’t know how it happened but happened for this thread only

Maybe because of images overload it made some seem broken :). Can happen sometimes

Shader based clouds in various pipelines









Performance of Shader based clouds can range depending on clouds layers





Performance of 3D noise clouds if localized (look only from ground)

Performance and look of shader based clouds (InfiniCLOUD) and of 3D noise clouds if localized