Build for WebGL
Thats because of your Fog settings in the weather prefab. Play with Fog Distance, Height etc to get this better looking.
Not all settings fit perfectly for big terrains or heigh mountains so you need to create of prefabs or tweak the fog configuration by yourself.
Cheers
Ronny
Thank you!
I believe this is the one that I downloaded.
By the way I want to increase the ambient light at night by quite a lot.
Is there a setting that I cant see, or do I have to change the intensity manually from a script?
Hello, i changed to a windows build and is not only seeing the clouds in some angles and seeing the clouds on top of everything. things are a little glitchy now, any suggestions ?
Hello, please remove WebGL 1.0 from your graphics api list (âProject Settingsâ â âPlayerâ â âWebGL Settingsâ tab). You need to run with WebGL 2.0, lower version canât be supported by enviro.
Hi, you can tweak the ambient light intensity and colors in EnviroSky â Edit Profile â Lighting category. For night you want to change the left half values or colors. Oh I will modify the shader for you tomorrow.
Hi, do you mean UWP build? If yes what unity version and do you use xr?
Vondox thank you very much.
Hi,
Can you please tell me a quick way to completely turn off the Skybox horizon gradient & color?
All we need is a completely black background in space for our planet, & keep your rotating sun/moon/stars of course.
Been trying but the earth atmosphere color is always there.
Thanks
Don
Hi Don, please try to set the sun intensity in envirosky sky settings to â0â. But you may also want to disable the âsky-foggingâ then and that would need some modifications to the fog shader. Enviro is not really meant to be used for space scenes out of the box. So please contact me in private conservation if you need help with that.
I cant able to change the WindZone Main value in playmodeâŠâŠCan u help with this
Hello, I have answered your mail already.
Suddenly Iâm getting this. Reinstantiating the skybox does not help.
It does not happen in Unity. Only in the actual build itself.
Itâs clearly the skybox, but how come?
Edit: It may be the caustics effects of AQUAS, but integration is on and caused no issues before. InvestigatingâŠ
Edit 2: Turning the Ignore Raycast layer off in the caustics does not change anything.
Edit 3: Turning the caustics entirely off does not change anything.
Bad bad news. Beware all.
Hello Hendrik,
my Question is ia bit specific, but maybe Enviro can help with it:
In my game it is night. The player is in a dark room and has no torch.
I want to dress or equip my player. So another camera is turned on which shows the player in its current environment.
It is dark. If I lighten the whole scene, this is is bad for the current feeling of the SceneâŠ
Enviro uses some nice lightshafts. Could I create a temporary lightshaft which surrounds the player and enlightens only the player?
That would be great. If it is too complicated, no problem. But if this can be done with enviro, a hint would be nice
Thanks!
Sure, sorry for the delay, I donât get Alerts by email.
In my case, I touched around the Global Snow parameters, and came up with the conclusion that the amount of coverage and look I wanted is achieved by modifying three parameters based on the curSnowStrength variable that comes in Enviro, which goes from 0 to the upper limit specified in the current Weather preset.
Originally, Weather presets that raise curSnowStrength are Light Snow (maximum 0.5 I think) and Hard Snow (maximum 1).
So, I just plug Enviroâs curSnowStrength into Global Snowâs snowAmount, and then use that as the t value of three linear interpolation functions, one per parameter.
The Lerp in altitudeScatter and AltitudeBlending is inverted as a smaller value results in more snow in the Scene.
GameManager.instance.globalSnowController is GlobalSnow.cs.
GameManager.instance.skyWeatherCyclesController is EnviroSky.cs.
Just put this script somewhere, change the way to access the GlobalSnow and EnviroSky scripts if you want, and set the groundCoverage parameter in GlobalSnow (in the Inspector) to the value you would like it to have when snowAmount is 1 (maximum snow), and initialAltitudeScatter and initialAltitudeBlending parameters in GlobalSnow to the values you would like it to have when snowAmount is 0 (minimum snow).
Not related to my script, but useful:
Remember to put the GlobalSnow script in the MainCamera over the Enviro scripts, and not below, or else Enviro Fog appears behind the snow, and not over it. (
Script:
using UnityEngine;
using GlobalSnowEffect;
public class EnviroGlobalSnowIntegration : MonoBehaviour {
GlobalSnow globalSnow;
//Vars to save initial float values for different parameters.
float initialGroundCoverage; //0.008f is a good value for me
float initialAltitudeScatter; //100f is a good value for me
float initialAltitudeBlending; //100f is a good value for me
// Use this for initialization
void Start () {
globalSnow = GameManager.instance.globalSnowController;
initialGroundCoverage = globalSnow.groundCoverage;
initialAltitudeScatter = globalSnow.altitudeScatter;
initialAltitudeBlending = globalSnow.altitudeBlending;
}
// Update is called once per frame
void Update () {
globalSnow.snowAmount = Mathf.Clamp(GameManager.instance.skyWeatherCyclesController.Weather.curSnowStrength, 0, 1f);
globalSnow.groundCoverage = Mathf.Lerp(0, initialGroundCoverage, globalSnow.snowAmount);
globalSnow.altitudeScatter = Mathf.Lerp(initialAltitudeScatter, 0, globalSnow.snowAmount);
globalSnow.altitudeBlending = Mathf.Lerp(initialAltitudeBlending, 0, globalSnow.snowAmount);
}
}
@XANTOMEN Awesome. Thanks a lot Iâm getting a âThe name âGameManagerâ does not exist in the current contextâ error though, as I donât have a GameManager script.
@XANTOMEN Also⊠Your integration doesnât use World Manager API⊠which I would ideally like to use, in case the project gets more complex. Iâll try to see if I can repurpose your code for WMAPI, unless somebody else has a working solution there?
And thats good. Integration should not need or rely on another asset. If you want WMAPI to handle some stuff add it by yourself for your project. But getting an integration of Asset A (Enviro) with Asset B (Global Snow) should not involve another asset.
@XANTOMEN great work man! Right now I am working more on interiors than on terrains with Enviro and Global Snow. Gonna test your script in the future.
Perhaps Hendrik could take a look and think about an âofficalâ integration and add it to the upcoming package.
Best regards
For sure @RonnyDance - a direct integration is often best. But Iâve noticed Enviro and GlobalSnow actually already have WMAPI scripts. Havenât yet gotten them working though.
But @XANTOMEN 's script works great for me with a simple modification:
using UnityEngine;
using GlobalSnowEffect;
public class EnviroGlobalSnow : MonoBehaviour
{
GlobalSnow globalSnow;
//Vars to save initial float values for different parameters
float initialGroundCoverage; //0.008f is a good value for me
float initialAltitudeScatter; //100f is a good value for me
float initialAltitudeBlending; //100f is a good value for me
// Use this for initialization
void Start () {
globalSnow = GlobalSnowEffect.GlobalSnow.instance;
initialGroundCoverage = globalSnow.groundCoverage;
initialAltitudeScatter = globalSnow.altitudeScatter;
initialAltitudeBlending = globalSnow.altitudeBlending;
}
// Update is called once per frame
void Update () {
globalSnow.snowAmount = Mathf.Clamp(EnviroSky.instance.Weather.curSnowStrength, 0, 1f);
globalSnow.groundCoverage = Mathf.Lerp(0, initialGroundCoverage, globalSnow.snowAmount);
globalSnow.altitudeScatter = Mathf.Lerp(initialAltitudeScatter, 0, globalSnow.snowAmount);
globalSnow.altitudeBlending = Mathf.Lerp(initialAltitudeBlending, 0, globalSnow.snowAmount);
}
}