[released] Overcloud - Volumetric Sky And Lighting

Great news! OverCloud has passed review and has been released. It is now available at http://overcloud.me/ (trailer can be found in the top-most post). Enjoy!

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That’s great news Felix, congrats, when will you be making a VR demo available?

It is available already, check the website :slight_smile:

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That’s great, thanks Felix, I will test today, may I make a suggestion, have the demos linked on the asset store.

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Good idea, I will update the description. Thanks!

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No problem Felix, again congrats on your launch.

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Hi Felix. Congratulations on the launch. I sincerely hope this asset is a great success for you. Please note your website link from the asset store is broken (typo in the link address)

Question. Will the effects synchronise in a multiplayer game? IE, will each player be seeing the same thing at the same time? Lightning strikes, rain starting and stopping, cloud shadows ect.

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Regarding the link I have submitted a new version of the metadata but it appears this also needs to go through the review process. Thanks for bringing it to my attention.

It will not sync automatically, but you only need to sync a few variables yourself to make sure it matches up between clients (time of day, active weather preset and wind time should be enough). I don’t really understand the state of Unity’s network code as they’ve marked the entire API as deprecated but there seems to be no replacement, which is why I didn’t try and add any networking functionality. I’ll look into providing a synchronization feature for a future version (this is something I’ll need myself in the future). Thanks!

Great, congrats to the release. :slight_smile:

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A new version (1.01) of OverCloud has been submitted for review. Changes can be found below and will be moved to the OP once it has passed.

OverCloud Version 1.01 Changes

  • Fixed a bug where OverCloud failed to take into account other depth rendering modes of the camera (such as Depth+MotionVectors) and instead always forced depth only.

  • Separated cloud shadows intensity variable into two: Density and opacity. Density is applied before shadow refinement, opacity is applied after. This allows for more granular control over the cloud shadows appearance.

  • Went over the entire project and scrubbed warnings (both C# and shaders).

Thank you :slight_smile:

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Hey @ll,

first congrats for the release. Great Work!

One question:
I realized that some Gameobjects (Render Queue: 2900+) and all treebillboards are rendering behind the OverCloud Cloud Plane. Is there a chance that the 1.01 (depth) Patch fix it?

Hi there! I assume you mean that objects render “on top” of the cloud plane? If your shader is in the 2900+ render queue range, it will render as a transparent surface. OverCloud renders the clouds after the AlphaTest queue, meaning that any transparent surface rendered after that will always appear on top. To fix this, there is a cloud depth buffer which can be used to blend transparent surfaces (you’ll need to modify your shaders). There is a page in the manual which explains how to do this. If you’re unsure how to proceed, please post what shaders you are using and I will try and help out.

Also, just to be clear, the 1.01 patch will not address this. It is an inherent limitation to rendering transparent surfaces.

Hi, does this support volumetric fog color on particles by using custom particle shaders or by adding some code to existing particle shaders?

Can the volumetric fog be used without height for space scenes?

Hi, do you mean adding support for the fog in custom shaders? If so then the answer is yes. You just need to add three macros to your shader (in the interpolator struct, vertex shader and at the end of the fragment shader) and it will support fog and scattering from OverCloud.

As in having fog in space? Currently no, but this could be added in the form of allowing Unity’s default fog at the same time. I’ll need to know a little more about the use case and I could probably add that functionality.

Looks really good!

Is the sun disc HDR? With most sky rendering packages the sun disc is not HDR and thus regular screen space bloom will not work without hacks.

Are you going to release a terrain engine as well?

Does the fog support density/coverage noise?

1+ for LWRP support.

The asset store page and the website do not have a link to this thread.

Please add Unity editor style camera control to the demo so it is easier to inspect the clouds.

Everything in the asset outputs HDR colors. The sun disc is not even a texture, it is calculated based on the sun sphere in the skybox shader (with limb darkening). You can tweak the sun intensity parameter until you have the desired output for your bloom effect. Thanks!

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You were too quick to reply :wink:
I added a few more questions since.

First thanks for the quick reply :slight_smile:
Yup I ment the objects render on top (behind in renderpipeline). The trees are Unity-TreeCreator-Trees and using the Unity-Tree-Billboard shader. I don’t know if and how I could edit this one. Also had that problem earlier with other assets and didn’t find a fitting solution.

Whoops. I’ll answer them here instead:

Not in the foreseeable future, no.

No. However, you can use the volumetric cloud plane to simulate this (can be seen in the demo).

I’m aware of this and I will update asset store page once 1.01 have rolled out (I didn’t expect meta changes to require a review).

Good idea. I’ll have to put this on the todo list for now but it will make it into the demo eventually.

I can’t find this shader, is it the “Nature/SpeedTree Billboard” one? Could you take a screenshot of your material and post it here?
Alpha-tested shaders should “just work” but transparent ones won’t. I would generally recommend to use alpha-testing for foliage, let me know if you try this and how it works out.

Version 1.01 is out, patch notes can be found in the OP. 1.02 will most likely be out this week as well and will contain some rendering improvements and cloud ray casting (on the CPU).

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