[RELEASED] UniStorm 5.2 - AAA Volumetric Clouds, URP Support, Weather, Sky, Atmospheric Fog, & More!


UniStorm fully supports Unity 2018.4+, Unity 2019+, and Unity 2020+!

UniStorm 5.0 (a massive free update) is now live on the Asset Store! This update brings new clouds with improved shading, lighting, performance, formations, and more!
For more information regarding version 5.0, see the post here: [RELEASED] UniStorm 5.2 - AAA Volumetric Clouds, URP Support, Weather, Sky, Atmospheric Fog, & More! page-118#post-7310881

What is UniStorm?
UniStorm is the ultimate solution for AAA dynamic skies, weather, cloud shadows, and procedural volumetric clouds. UniStorm features over 100 customizable options to help bring environments to life. Listening to user feedback has helped make UniStorm user friendly and easy to use. UniStorm is incredibly powerful and gives you options to adjust every component in the sky. You are only limited to your imagination!

Demo | Buy | Documentation | UniStorm API

URP Supported
UniStorm now supports URP for versions of Unity 2019.4.9 and higher. HDRP support is currently in development.

AAA Volumetric Clouds
UniStorm 4.0 brings the addition of a completely redesigned cloud system capable of creating AAA procedural, self-shadowing, PBR, volumetric clouds at a great frame rate and only using just one draw call! UniStorm’s clouds use the latest shading and performance techniques such as Temporal Reprojection and LODs. UniStorm’s clouds feature 4 quality settings and a volumetric and 2D option all capable of being changed at runtime or within the UniStorm Editor. This makes it possible to support many devices and computers. Easy to use API makes adding in-game quality control simple and painless. An example to do this is also included.

Built-In Photon PUN 2 Network Support
UniStorm includes with everything you need to get UniStorm working with PUN 2 that syncs UniStorm’s weather, time, and date with multiple players. An example scene is included.
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Atmospheric Fog
Atmospheric fog which takes into account the sun and moon’s light direction and color which is applied to the scene, UniStorm clouds, and the skybox.
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Cloud Shadows
UniStorm 4.0 features efficient real-time screen space cloud shadows that match the current cloud cover and cloud formations for added realism and visual quality.
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(Previous Version Clouds - See v5.0 video for UniStorm’s new clouds)

4k Resolution Stars with Accurate Constellations
UniStorm’s night skies include 4k stars with accurate constellations. Options are available within the editor to control the intensities of the constellations.
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(Previous Version Clouds - See v5.0 video for UniStorm’s new clouds)




Performance
UniStorm’s volumetric clouds feature Temporal Reprojection and LODs with 4 quality settings (Low, Medium, High, and Ultra) each properly calculated to be far more efficient than the previous setting. This allows UniStorm to be able to run smoothly on nearly any computer. No max Camera Far Clipping Plane distance is required thanks to UniStorm’s shaders so any distance can be used.

Built-in Lightweight Option
Why pay extra for something that should be included? UniStorm has a built-in lightweight 2D cloud options perfect for low end mobile devices or computers. Users can select the Mobile option from within the editor that will automatically apply all optimal settings without overwriting custom settings such as colors.

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Easy to Setup
Setting up UniStorm takes seconds! Just assign your player tag and camera tag to UniStorm and that’s it!
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Dynamic Modular Weather
Modular Weather allows users to create custom weather types. Sand storms, auroras, hail storms, thunderstorms, etc are all possible. There are no limits to how many weather types UniStorm can use, and best of all, they allow users to use their own custom particle effects, settings, and sounds for each weather type.
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31 Included Weather Types
UniStorm comes with 31 weather types each with unique settings, particle effects, and sounds. However, you are not limited to just these. Nearly any weather type can be created by using UniStorm’s weather type ScriptableObjects. Just create a weather type, customize the settings, and add it to UniStorm’s weather type list.
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  • Blowing Leaves

  • Blowing Snow

  • Blowing Grass/Pine Needles

  • Blowing Pollen

  • Lightning Bugs

  • Clear

  • Mostly Clear

  • Partly Cloudy

  • Mostly Cloudy

  • Mostly Cloudy with Rain

  • Mostly Cloudy Thunder

  • Cloudy

  • Overcast

  • Foggy

  • Hazy

  • Drizzle

  • Light Rain

  • Rain

  • Heavy Rain

  • Hail

  • Thunderstorm

  • Light Snow

  • Snow

  • Heavy Snow

  • Thunder Snow

  • Auroras

  • Lightning Bugs

  • Dry Thunder

  • Fire Rain

  • Firestorm

  • Dust Storm

Cloud Profiles
UniStorm features customizable cloud profiles that each weather type can use. This allows you to customize the clouds’ appearance to give tons of variety to every weather type. With UniStorm’s cloud profiles, users are sure to find the perfect cloud style to suit their project. Clear, Fluffy, Soft, Balanced, and Stylized Cloud Profiles are included. However, you’re free to create your own!

VR & Mobile Ready
UniStorm’s all in one system also supports mobile and VR. There’s even an easy to use option that will automatically apply all of the optimal settings for the targeted platform while keeping users’ custom settings!

Advanced Weather Generation
UniStorm generates weather based on the precipitation odds set from within the UniStorm Editor. The easy to use line graph allows users to set the odds for precipitation weather types for each month and UniStorm will generate weather accordingly. Summer can have less precipitation than Winter and vise versa. UniStorm has options to generate daily weather with a randomly generated start hour and hourly weather that’s generated every in-game hour all based off the precipitation odds. If users don’t want generated weather, there’s an option to have static weather too.

Weather and Weather Transitions
UniStorm allows users to create an endless amount of weather types that UniStorm will use. Each time the weather is changed, UniStorm will seamlessly transition it according to the global transition speed. Each weather type can be customized with its own cloud cover, cloud style, cloud height, particle effects, sun intensity, moon intensity, cloud shadow intensity, sound effects, wind amount, and various other settings allowing for truly unique and customizable weather.
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Global Weather Shading
UniStorm’s PBR Global Weather Shader allows objects to receive rain and snow shading during rainy and snowy weather types. Rain shading allows surfaces to get shinier, but only on surfaces no greater than 90 degrees. The inside of most surfaces will appear dry, such as inside buildings and roofs. Snow, will function the same, but with accumulative snow shading. The snow texture, snow bump texture, and snow specular level can all be customized. When the weather is not raining or snowing, UniStorm will fade out the weather shading.
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Procedural Lightning & Lightning Strikes
UniStorm’s Procedural Lightning system allows objects to be struck by lightning. Users can define the odds lightning has to strike the ground and objects. When a lightning strike happens, users are able to customize what effect is created. A fire effect can even happen with the appropriate tag.

Proper Season Calculation
UniStorm’s seasons will properly calculate the season down to the day and allow users to choose either Northern or Southern Hemisphere.

Day/Night Cycle & Colors Control
UniStorm allows you to adjust all colors of the environment and sky for each time of day such as the sun and moon colors, ambient light colors, shadow and cloud shadow intensities, fog colors, sky colors, environment reflection intensities, and more! Each color also has its own individual color options for precipitation weather types.

Time, Date, & Built-in Calendar
UniStorm has a built-in time and date system that can help keep track of a player’s in-game time. UniStorm’s calendar is accurate and even the current time and date can be used.

Weather Type Conditions
Optional Weather Type Conditions make weather types have to reach certain conditions for them to be generated from UniStorm’s weather generator. These include conditions such as seasons and temperature as well as the ability to only have certain weather types be called from custom events or programmatically.

Customizable Moon Phase System
UniStorm’s customizable moon phase system allows users to build their own moon phases. There are no caps to the amount of moon phases UniStorm can use. Users can preview their moon phases , and set the starting moon phase, right from within the UniStorm editor. UniStorm automatically assigns all needed textures and updates the moon phase daily. Each moon phase also has their own moonlight intensity. This allows the new moon and crescent moon phases to give off less light than that of a full moon, if desired.
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UniStorm Profiles
Import and export your UniStorm settings to and from a UniStorm Profile. This allows users save their settings and use them elsewhere by simply importing the UniStorm Profile. Exporting a UniStorm Profile can also be used during runtime so users can adjust their settings in real-time and export the result to be imported later. UniStorm Profiles can be shared with other users offering an even greater range of lighting techniques and styles. More UniStorm Profiles will be added with each update.
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Time of Day Sounds and Music
UniStorm allows users to customize the sound effects and/or music that will play for each time of day. The amount of delay in between each sound effect and song can be customized. There’s no limits to the amount that can be

Sound Manager
UniStorm’s Sound Manager handles all of your UniStorm created sounds using a generated Unity Audio Mixer. This gives you precise control over the Master, Ambience, Weather, and Music volumes which can be usable with user built UI or can be controlled within the UniStorm Editor.

Built-in Events
UniStorm’s built-in events can get called every in-game hour, day, month, year, and even during a weather change allowing users to easily create added functionality for their games.

Included Examples
UniStorm includes 9 example scenes all demonstrating different functionality you can do with UniStorm. A save example system is also included that allows users to save their in-game time, date, weather, temperature, and more with both a manual and auto-save option. This data can then be loaded so users can pick up right where they left off.

The Editor
UniStorm’s editor’s design has been heavy influenced by the feedback from its many users to be intuitive, powerful, and offer a low learning curve. UniStorm’s editor is self-documented so every component is explained right from within the editor via Tool Tips.
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Editor Tooltips
UniStorm’s editor has tooltips for every variable and setting allowing for quick and easy information all while keeping the editor simplistic.

API & Documentation
UniStorm offers API to help with additional game mechanics and features such as accessing the temperature, time, date, current weather, forecasted weather, season, and more. Tutorial videos and external documentation are included to help users get the most out of UniStorm.

Large and Endless Terrain Support
UniStorm supports both large and endless terrains.

CTS Weather Manager Support
UniStorm includes an external system to transition CTS’s weather shader for when it rains or snows allowing your terrain to be shaded with snow accumulation and wetness. The shading will then fade out with non-precipitation weather types.

Support for 3rd party assets such as CTS, AQUAS, MegaSplat, MicroSplat, and more will be coming very soon.

4 Likes

Looks nice! … how well does it work on mobile?

is this for pro only ? … sorry, just read below that this do not require pro …

@TouchSoft Thanks, well my tests show that the system with rain and 3 layers of clouds the draw calls are at 4 even with lighting strikes it doesn’t go above. It’s one draw call per cloud layer so you if you use one or two it would keep it at 2 or 3 draw calls. So yes, it should be fine on mobile though I have not tried it on the device myself, tests show it should.

The lightning flash would look better if it fades in and out a little, currently it just toggles on and off

Just purchased. Very very cool :slight_smile: I like how you made the prefab contain the clouds. Very easy to use.

@imtrobin It’s something I will add in an update. I will always be improving the system with suggestions and improvements.

@siflandolly Thanks, I’m glad you like it, I wanted to make it as easy as possible. I made a quick updated that got accepted already, I wanted to include the Stormy Ocean Demo so make sure you get it. Sorry it was so soon, but I feel it’s an important addition. And try to rate it nicely if you like it :slight_smile:

Just curious, but what does the stormy ocean showcase? Is it showing how the lightening looks over water? It looks good but I am curious what it is showcasing.

@siflandolly It showcases a variety of things, it shows the way the lightning and clouds look over water, the way the light affects the clouds, the movable camera shows the 3d sound effects (where if the lightning strikes behind you it sounds like it), the delayed thunder sounds and the randomness of them, and the believability in a more realistic scene rather than just showing it flash over some objects. The other demo was demonstrating the shadows and it was the first test. Hope this answered your question.

Yes thanks. I liked it, but didn’t know the individual things to take from it. That helped a lot.

@siflandolly Your welcome, let me know if you have anymore questions.

Hard at work with v1.2!

Please if you have any suggestions to make the system better or if you have ideas we’d love to hear them and we’ll try to add them to 1.2v. Just drop a comment.

Remember to get UniStorm early because the price will go up as the system gets more advanced.

So far UniStorm v1.2 has:

  • EVERYTHING is randomized based off your input each lightning strike will never be the same.

  • The Y axis rotation is randomized based off minimum and maximum input; every lightning strike is different so the strike will always surprise you.

  • The X and Z axis have a minimum and maximum with a lock so you control the exact angle you want the light to hit, these numbers can also be randomized for a truly different strike every time.

  • Randomized lightning colors based on user’s color choices.

  • Minimum and maximum intensity randomized based on your input.

  • Particle cloud system to work with outer cloud layer system.

  • Easy to use Gizmo system for the editor so you know where your perimeters are and the directions the lightning will strike.

  • Updated rain system

  • And much much more to come…

Thanks everyone for your purchases and suggestions, we hope you all enjoy UniStorm!

hey so i just bought the script, it looks great on the free version, best ive seen so far, the only thing is in the free version, if you have “edge blend” turned on by default for the water, then the water becomes invisible, even in the editor. in the free version. i suggest you turn that off by default and just leave it as an option.

Also i just tested it with the Flash export, the Reflections don’t work, and neither does the displacement of the water, so it looks like flat water animated.

I think in the angry bots demo they used fake box reflections for the flash export while allowing the webplayer export to have full reflections. also they used particle water droplet effects when the rain hits the floor. so im guessing displacement wont work in flash for awhile, just particle effects.

@tripknotix Thanks happy to hear you like it, a nice rating would do wonders for UniStorm. That’s weird we weren’t aware of that, thanks we’ll fix it. Simple fix could be we’ll just have an Indie scene and a pro scene which will solve the issue. We’ll do similar to what the angry bots did for the water in the indie scene and keep the pro features in the pro scene. Yes, flash has been know to have issues but we haven’t tested it yet, thanks for the heads up. Using the indie scene we will include in the 1.2v update will fix this and the vertex lit problem. The rain system is being redone with 1.2v and will have splashes and also collisions so it won’t go through things.

A lot of progress has been made and we are almost done with the editor system. All settings now have an easy to use slider for easy and fast adjustments. We’ve added a daylight control panel so you can adjust the time of day for both day and night scenes all within the UniSystem editor in real time. The new cloud system has been revamped and looks great. Right now we are working on the rain system and finishing up the editor system.

Please if you have any more suggestions or things you’d like to see or have us add, drop a comment and we’ll add your ideas.

You guys are going to love 1.2v!

Added new videos and screenshots of UniStorm 1.2v to the top of the thread. Feedback would be appreciated.

Sometimes it looks like the lightening flash is not lighting up the whole landscape. It will light up a section ahead of the soldier as if the lightening flash is occurring a little ways away. Is that just my imagination? Is that a new enhancement? Great work by the way.

no Actually that occurs when the edge of the floor is lit up, but none of the objects were hit by the lighting area, the whole plane will light up.

Also Black Horizon Studios, i’d like to show you a version i have running in flash, i’ve changed the sky so that it looks like rain, ofcourse i would like to have the sky you currently have, i think its just missing a nearby rain thickness effects, this is my version http://realdefinition.net/zombieopsonline/2/ , i wish that the rain was “more transparent” its 5 layers progressively. i had to attach them to the camera’s position and X rotation, in order to make it so it LOOKS like its always going downwards, but it would be great if you could recreate it for me so that they are cylinders that surround the user, progressively showing more layers.

Check out this video, they do the rain effect i was trying to produce, skip to 2minutes, http://www.youtube.com/watch?v=ClWJT-eGCVQ . i would love it if you could do that, i simply used 5 layers, but it looks like they used 10-15 layers. and a more transparent texture. Their product is around $100 tho, so i chose yours instead, i think it works great, very perform-ant in flash.

Just to recap, i would love it if you made the OLD clouds into a cylinder that always has rain going downwards (instead of a sphere that wraps), and have the texture be more transparent, and have the cylinders follow the camera, with the camera inside the cylinders. but keep the new sky you created as the background, it looks great as a background animated skymap.
(UniSky might even be using a smaller top of the cylinder, to produce an Almost cone look to it.)

FYI: the terrain is built in Terrain4Mobile plugin ($45), because unitys terrain will not run in Flash, but Terrain4Mobile turns it into a 3d model, and then applies its own form of managing trees and grass and texture painting.

PS: i like the ground particular effect splash, i think its a great alternative to the box that angry bots uses, since this one has to follow the camera.

@siflandolly It is lighting up the whole landscape, but were trying a new system that locks the rotations and only rotates between minimum and maximum. We do this so the lightning strike won’t strike under the terrain. I guess we have the angles too far horizontally that the hills are casting shadows and only certain areas are having the light hit them making it look like it’s not hitting properly. It’s an easy fix that takes 10 seconds thanks to the Unistorm editor system. We’ll fix the angle and make it look more like it’s casting above the player’s head.

@tripknotix Thanks for the detailed suggestions, very helpful. We want to make UniStorm as good as possible and supplying suggestions and examples is a great way to do so.

We’re aware of the cylinder layer system and we’ve been messing around with it and getting some excellent results, but there seems to be a clipping issue with the other outer layers so we’re going to have to find a way to fix it. We’re having a combination of both the cylinder layer for the rain and particles for the collision effects, which looks great.

That’s why we released a demo video so we could have this feed back to make it better, thanks guys.

Edit: The cylinder layer rain system is working great and has no more clipping problems. Now we’re working on the falling mist effect. We’ll post some screenshots later. It’d be nice to get more feedback from you guys.