Description trueSKY is a complete, fast, and visually stunning realtime environment renderer. In use in triple-A games and simulators, trueSKY has won awards for its cutting-edge volumetric rendering. trueSKY Alpha brings the power of trueSKY to the individual developer and indie teams.
Features Editor Extension: Edit trueSKY sequence timelines with the built-in controls. Live preview: See changes instantly Ephemeris model: Accurate lighting based on date, time and location. Volumetric Atmospherics: GPU-generated real-time atmospherics at any time, position and altitude, incorporating Rayleigh and Mie scattering, and ozone absorption. Haze and fog. Volumetric clouds: GPU-generated, rendered at high speeds, and blended with scene depth. Weather effects: Define local areas of rain and snow, visible as fall streaks in the distance, and as particles up close. Lighting: Update Unity lighting from trueSKY.
Requirements trueSKY Alpha requires Unity PRO 4.5 and above, and DirectX 11. It works with deferred or forward rendering.
I quite understand - I’d love to know what the numbers are for DX9 usage still; we have some great (mothballed) DX9 code, but not the manpower to support it right now.
Looks really cool -absolutely gorgeous. I’ve been looking for a system like this for a while. I’d really like to grab a look at a demo but I’m on OSX. Correct me if I’m wrong but DX11 is windows only, correct?
Well, people often Confuse the DX11 setting in windows as DX11 only, actually from what I understand it’s DX10+.
(Yes windows only).
Then depending on the shader MODEL set with a #pragma (4.0 is DX10.1 I think), 5.0 is DX11+ !
Alot of the assets that write DX11 only often mean DX10.1+…
So, does this actually use tessellation or simply the compute shader?
According to the documentation ‘The camera must have the DepthCamera.cs script, and “Depth to Texture Material” in this script’s properties must be set to DepthMaterial.mat.’, however there is no DepthCamera.cs in the package. Is this redundant?
I also tried to add a directional light (to cast shadows) and assigned the simulsun script to it (also set the reference to the truesky gameobject) but I notice while the scene looks great using no directional light, the terrain is now over exposed and isn’t affected by the weather.
What is catching the eye in this scene (the scene provided in the package and simply added a directional light) is the lack of shadows casted on the terrain by the clouds.
The real selling point of this asset (aside the great introduction price ;)) was the youtube video showing the asset, it would have been great if that scene was provided inside the package as well.
Nevertheless the most realistic sky asset I noticed in the Unity asset store but needs some tweaking to be really great.
Shadows, moon and stars are fixed in next update, waiting on asset store to update.
Dev has said in the wip thread to email him for updated package if required.
You may want to adjust the multiplier in the SimulSun script - the default could be too high in this case.
Thank you! Here’s the link to the updated documentation, it should explain things better: TrueSkyUnity.html
Cloud shadows are in the pending update, but message us at contact@simul.co if you want it sooner and I’ll send you a unityPackage. I’ll dig out the example from the video and post it also.
No tesselation, just compute, and it’s DX11.0 rather than 11.1. We do have some 5.0 shaders though, so I would hold off if you are targeting DX10 hardware.
Hi Roderick, loving the system so far.
Clouds are simply amazing, will be adding feedback after I try out the update.
Speaking if which, does the update allow script integration to the latitude/longitude and time zone parameters of the sequence?
As John says, DX11 is Windows. It’s equivalent, roughly, to OpenGL 4, and on our GL code we target 4.3. We are planning an OSX version but need to hire an external developer (Xcode, C++, OpenGL) for this or it will be a couple of months before we can look at it.
The one I’m sending you today doesn’t, but I’ll add that for the next version - mid next week I’d say.
Hi,
I bought trueSKY and I must say this is a very awesome asset! (And all for 50$ introduction price :):):))
I just played around to get a feeling for the settings. As this is a very complex subject I hardly miss some better documentation to get most out of this asset.
Have to say, I couldn’t resist either, even though I’m geared mostly for OS X dev. I figure it was worth purchasing now and waiting for the OS X support to be included later. Sadly, I don’t have a native install of Windows, just VM, so can’t test it for now. Considering a native install JUST so I can try it out, but the thought just sends shivers down my spine.
Btw rvkennedy, I’d recommend placing a link to your asset or forum in you signature. Just a thought.
Question: Would it be possible to use the volumetrics part of the system on it’s own? To render for example, fog volumes or clouds near the ground (think smoke)?
I’d actually be interested in that as a separate asset even.