Adding animated cloud shadows is a quick, easy and effective way to breath extra life into any outdoor environment. This asset is perfectly suited for top-down strategy or city-building games, but also looks great from other viewpoints and in other type of games.
Main Features:
Customization: The layer system enables you to customize the effect so that it matches the visual style of your project seamlessly
Editor preview: The cloud shadows are previewed inside the Unity scene editor, so tweaking is easy and straightforward
Easy to use: Includes several ready-to-use prefabs and full documentation
Performance: Designed with performance in mind, zero allocation during run-time
Open Source: Full source code is included
Requirements:
The scene needs to contain a Directional Light which is used to simulate sunlight.
This directional light needs to be rendered in real-time, baked light maps are not supported for this light (other lights can still use light maps).
The rendering path must be set to either forward or deferred. Vertex lit is not supported.
You can control the speed of the clouds, by changing the velocity settings in each layer. Would you prefer having some sort of global speed multiplier?
Hey! Great asset! Was super quick and easy to incorporate and has a nice amount of customisability, thanks!
I have one concern, and it’s most likely me doing something wrong, however the cloud shadows appear in areas that are shadowed from other assets, for example inside buildings etc. Am I missing a setting somewhere?
Just to clarify, you mention in a previous post that shadow strength should be set to 1 on the directional light. I have a scene with shadow strength at 0.5 for all objects - 1 is pure black. Would I be able to keep this at 0.5 for existing scene and still use this asset…?
Would expect all shadows to blend into one another, ie a tree shadow should not change intensity if the cloud shadow is cast on top.
The cloud shadows are projected using light cookies, so they don’t blend correctly with the actual shadows of the directional light, if the strength is lower than 1. You can change the global opacity of the cloud shadows to match the shadow strength, which will make the problem less visible.
Ideally, the directional light shadow strength should be set to 1 and ambient light or indirect light should be used to prevent your shadows from being pure black. In reality, there is no such thing as a half strength shadow, either light is blocked or it’s not
Hi - loving this asset so far, but I am hoping it is possible to adjust the settings from scripts not just the editor?
I want to randomly choose a few things on launch - e.g. direction - but I can’t find a way to get access to the CloudShadows component. I’ve tried adding “using EntroPi” etc, but it can’t find the namespace. Am I doing something wrong?
Now that this asset is on sale, I am interested to buy it. However, I have one serious question. AFAIK this asset uses Directional Light’s cookie to display such effect, but it requires the light to be in one place, not movable, or else the cookies will move with it. As such, does this plugin fix this? Will it be possible to use this in a dynamic sky solution where directional light follows the player?
Sorry if I wasn’t clear, if you move the directional light, the cloud shadows will move with it.
But there’s no good reason to move the directional light, since it’s position is irrelevant to the lighting calculation, and so moving it will have no effect.
So why does it need to follow your character?