Ethereal full volume lighting effect is mainly targeted for desktop, but might be used in latest mobile with one volumetric light, e.g. a point light with shadows and less ray casting steps. Note that the performance of such has not been tested on latest mobile, so generally the effect is targeted for desktop.
The shader based volumetric clouds have great mobile performance even on my 4 years old Samsung S8 mobile. Note that the above video is a stress test with multiple cloud groups and also has the overhead of the video recorder, so the actual performance is even better.
New option for zero noise in point and spot lights !!! Coming in next version update.
The next version will have the option to have zero noise, with increased sampling steps number and lower sampling step length, plus complete control over the sampling (noise to no noise ratio and sampling step in both regions). The video showcases zero noise point and spot lights working together without any extra image effect used and also how the volumes look with minimal image effects turned on optionally.
New Sky Master ULTIMATEURP module for volumetric particle clouds in URP, emulate cloud volume with fully controllable particles, ideal for use alongside InfiniCLOUD shader based volume clouds module for large clouds beds from above or below the clouds, for mobile.
It has just come to my attention that Sky Master ULTIMATE URP Volume lighting system Ethereal may have an issue when loaded in Unity 2021.1.6f1, there is a few errors related to the extra modules for Temporal AA and Motion blur, this is trivial to solve and a patch is WIP and will be available the next few hours, i will notify in the main forum thread when is available.
Sky Master ULTIMATE HDRP Version is nearly ready for submission, i am doing a few final tweaking, manual updates and demos and will submit to the store soon. The price will be $129, all users that bough Sky Master ULTIMATE (Standard Pipeline) before the HDRP release can either have the HDRP or URP version in Google Drive download for free, or upgrade for $5 the first two weeks of release of the HDRP version (HDRP version will be in -50% offer at $65). The upgrade price after the two weeks will be $29.
Also all users that bough Sky Master ULTIMATE (Standard Pipeline) before the HDRP release have the option to upgrade for $5, on PM request with the invoice that shows the purchase date.
The Sky Master ULTIMATE HDRP system offers the most cutting edge Volumetric Clouds with physically based volumetric light scattering, vertical cloud formation control, cloud volume localization, advanced water reflections, lightning storms, cloud fly through optimizations and much more, including embedded cloud sun shafts with true volumetric sun lighting.
Latest progress on the system is adapted from combination of the most recent works including latest papers in EGSR, I3D, GRAPP and SIGGRAPH for true next generation, physically based volumetric clouds with extreme performance and fly through the volume.
Sky Master ULTIMATEURP - WIP on Multi Pass VR support, the Ethereal volumetric lights solution has been converted to work on VR, though the scene blended is not yet 100% correct, though is a matter of time to also adapt to the new world reconstruction from depth code that made the volumes work. I will update as work progresses.
Sky Master ULTIMATE v5.1.5d has been submitted to the Unity Asset Store !!! v5.1.5d
Added new prefab v5.0 that contains the new full volumetric clouds system with fly through support for direct use in any scene and instructions on how to use the map reset feature if such is needed for infinite maps case.
Added demo showcasing the use of the new v5.0 prefab
Will the Sky Master plugin also work for cases where I have two layered cameras (the first with a clipping plane from 0.1 to 1000 and the second with a clipping plane from 1000 to 50000) to extend the depth buffer precision for large terrains?
I have not tested in such scenario, so cant tell which modules may or not work. Note that Sky Master has multiple solutions for most of the effects, e.g. the shader based clouds are just an object in scene, so works in most of the edge cases etc
I have a map reset system for the full volumetric latest clouds, so that could be one option. Not sure on specifics for that Z fighting case though as I never had a feature request on this or report of similar issue from any user.
Sky Master ULTIMATE HDRP - Oceanis system Advanced Full FFT module WIP
This is the full FFT mode, that will be available in Oceanis system when releases in the asset store and will be upgradable for a discounted price from Sky Master ULTIMATE (which includes the base Oceanis system with Gernstner waves and base FFT modes).
The Oceanis release will also have extra special particle systems to emulate liquids and waves from boat, a precision Buoyancy system, vortex and fluids simulation and more extra features to plug in to Sky Master ULTIMATE HDRP ocean.
WIP on demo with limiting fog to near zero and keep only the volumetric lighting, this is the sun tweaking and next step is to add local lights to the demo. The final scene will be included in the next Sky Master ULTIMATEURP &Ethereal updates.
Working on the option to enable infinite local lights than the current fixed number of 6 local lights. The system will be enabled by changing the volume fog material shader to the new version and using the light count variable to control the effect, positive numbers will add up to N lights with volume and negative will add infinite lights up to abs(lightCount) distance.
Sky Master ULTIMATE - new Volumetric impostor lights for vast number of volumes in scene, ideal for mobile. This version is Standard Pipeline WIP and will be ported to both URP and HDRP soon after the first version of Standard Pipeline is finalized.