*Day Night Cycle
*Dynamic Clouds
*Rotate Star field
*Controllable Moon
*Easy Setup
*Simple Config, 1 Material, 1 Script
*One Draw Call only
*Ambient light Control
*Real time Preview
AIO Dynamic Sky should be most easy to setup Dynamic Sky with Day Night Cycle, just like default SkyBox, just put the preset material in light setting, Done. AIO Dynamic Sky isn’t base on realistic calculation, It isn’t volumetric clouds(too heavy) , including sun, moon, star field & clouds, sun light & moon light can affect the clouds,base on sm2.0, without extra mesh, should be light weight for
most project.
AIO Dynamic Sky v1.2 WIP
New Sun Shafts helper & fog color control , and next version the price will rise to $20, get it before too late.
Even you already have other package for the skybox, since the price it so low, one more package for option is a good ideal. This is the most easy setup, Affordable & practical solution. Buy it Now only $19.98
This version is much better than v1.2, Whom want to get it first can send me your inv. no to my Email address, or waiting about 2 weeks when assets store release it.
If you send me a email, remember the header must have AIO Sky, or I will miss it.
AIO Sky is using 2D clouds with normal map to rendering the sky.
There is a lot of different way to render the sky, Volumetric clouds maybe one of the beautiful way to do that, but not Guarantee.
Why I say so, there is few game using volumtic clouds, even 3A game in not away using it. what
is volumetric clouds I talking about, only the real time in game rendering use volume is consider volumetric clouds. (battlefield 1 isn’t)
Only two game I can tell is using volumetric clouds, Horizon Zero Dawn is using it for showoff, and other one is Mafia 3, but no one talking about it, except Angry Joe.
Yes, Volumetric clouds is beautful, but only when you have enough sampling rate, higher is better, it is heavy, if you want to using it, make sure you can highly optimize your game, or your game is very light weight, or all you customer are using GTX1080 Ti.
AIO SKY is targeting mid-budget indie game, that isn’t too much option in Unity.
I haven’t tested the newest version, the older version can run at 50fps on my oneplus one (gpu: Adreno 330), since I haven’t fully optimized the shader, but it is on my road map.
At this moment I working on the new feature, when I have time, I will do the test.
The new version is in assets store now, faster that I though. I forget to mention the new version change the cycle setting, is may affect the old version a little bit, when you upgrade the old project, remember check the cycle setting.
And the sunshafts only preview in game window.
This looks like just what I need. I’m developing a Wii U game and trying to squeeze as much performance as I can. Is there any reason to think this wouldn’t work on Wii U platform? Wii U uses SM 4.0 and is an AOT platform. I would be willing to buy just to test on Wii U, but if it didn’t work then I’d feel better if I knew I could get a refund.
Using the Mobile preset it was able to compile and ran on the Wii U. However, for some strange reason I had to enable Network support on the Wii U build for it to compile. Otherwise it was giving some networking error.
Also, I noticed something very strange. In my demo scene running on the Wii U I get about 46-48 fps when the scene is in daylight and 60 fps when at night. So, I’m wondering why the big performance drop when it’s in the daytime mode.
[EDIT]
I see that there were some default settings using higher quality soft shadows instead of using from Quality settings so I adjusted that. Now getting around 56 fps in daytime. I think maybe the sun shafts are what is eating the extra fps, but not sure.
I haven’t use any network, must be other plugin. Day time need to calculate the sun light, should be slower, and I am working on optimization, if you like it, pls. rate the assest, it can help me spend more time in the asset, thank.
OK, thanks. I think performance is quite good considering. I was getting lower fps with other sky solutions. For Wii U I need better performance and not necessarily the best looking solution. I’ll have to experiment more and see how this looks with full terrains and vegetation, but I think it could work. As for the networking, I only have one other asset in this test project and it was working without the Networking support. It only complained when I added AIO Sky. But no worries. It’s working now.
Hi, I’m using your asset and there is something which is working weird at me. At the transition between two sky materials the timing is not working properly for me. I set the time 10sec but it still changes really fast. Did I miss something?
Thanks!