I’m almost certain the new cloud shader will render perfectly fine with VR as it uses a similar method as with the previous version. I own Oculus Rift. I will personally test it today to ensure it works alright. Continued support with VR is top priority.
[RELEASED] UniStorm 5.2 - AAA Volumetric Clouds, URP Support, Weather, Sky, Atmospheric Fog, & More!
I can confirm that the new procedural cloud shader works great in VR. This was tested using Oculus Rift.
Yes, both Mobile and Desktop folders were installed during the import from the asset store.
Hello @BHS ,
Which water system would you recommend for best compatibility with UniStorm?
I’m investigating Suimono, Hydroform Ocean System, and Ultimate Water System(UWS preferred because of its ability to interact with falling rain drops and wind, etc).
Strange, I’ll take a look at it for you tomorrow and provide you with a solution.
I’m not sure as UniStorm users use all said water systems and I haven’t personally tested any of them. They should all work. I’ve reached out to the developer of UWS as I have had more users ask about it. Once the developer responds, and I can get a copy of UWS, I can make a tutorial for integration. I’ll be sure to let you know when this happens, if you’re interested.
That would be incredible to know, greatly appreciate your understanding. Thanks!
@BHS , You said that is necessary to be winter to Snow, how I can set the season to Winter? I didn’t find it in the tutorials.
I see the “UniStorm Dynamic Snow Example” scene, the temperature value is set to 80 Fahrenheit, but when I play the scene in the editor, the value change to 20.
In my scene I set the value to 0, but when I play the scene, the value changes to 79, why is that happening?
You’re welcome!
Actually, it doesn’t need to be winter in order for it to snow, this was added a couple updates back. As long as the temperature is at or below freezing it should snow. When setting your temperatures, ensure that the current temperature is at or below freezing on start. The current temperature can be seen within the editor at the top.
If you are using the Simple temperature setting, you need to make sure your starting temperature is at or below freezing. Temperatures will fluctuate throughout the day. It will be warmer during the day and colder at night. These are all factors that might affect snowfall. I have tested this using the current version (2.4.1) and I can get snow in the summer months with both the Simple and Advanced temperature settings.
@BHS , I set the Temperature Control Type to simple and set all values to 0. It works now. Thank you.
Great to hear it’s working for you and you’re welcome.
Yes, support for CTS was added with the last update and support for MicroSplat and MegaSplat will be added with the 2.5 update.
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Get it here: https://www.assetstore.unity3d.com/en/#!/content/2714
Thanks, I guess I was mistaken. I’ll update the post.
Hey, let me know if you need any help with these! I just added a global system to MicroSplat, so it should be very easy to interface with this…
Hey there!
Thanks, will do and sounds great!
@jbooth_1
There is a trouble with Microsplat wind waves. If the sun goes up/down there is a time range where the wind turns black. If I just using a directional light, set the intensity up/down the wind color stays stable, but not with UniStorm.
@BHS
Also hard to maintain the color in the scene with UniStorm. I can set the light color for sun and moon but between them the color is undefined (white/gray) ? This is the time where the Microsplat wind waves turns black. In this time range the normal maps going to be very intensive. That looks bad too.
Could you somehow fix this time range? Maybe allow us to skip it and smoothly changes the light intensity and color to the moon color? If the sun has yellow color mixed in, that I can add to the moon too to avoid changing the base color, but in my trouble time range I cannot set the color and my models on the scene acts differently to this color change.
Day time, looks okay.

Between day time and night time (transition) looks bad:

Night time with just a directional light (no UniStorm) looks good:

Hey there!
By default, the sun sets before the moon rises and the moon sets before the sun rises. You can fix this by adjusting the moonlight and sunlight intensity line graphs. Adjust the moon or sun so they have an intensity greater than 0 by the time the other light source has risen. If you need a visual example of this, I would be more than happy to provide one. This should give you better results when transitioning between night and day.
I have had a possibly related issue between sun and moon shine, where one water asset I was using would go completely black. I had to compensate with an extra directional light set at an extremely low intensity.
Edit: your response above seems to contain the solution.
I’m already played around with the curves, the time range where the sun/moon intensity is too low is shorter but still exists. Not just the wind waves in Microsplat turns black, also Dynamic Fog, Fog Volume. In Enviro I could fix this by Enviro settings, but I needed an all around good looking day/night/weather system and that’s yours. So, I set the curves to constant 2 for sun and constant 1 for moon, the issue still exists.
Now I also see that 2 directional lights are at the same time active, sun and moon. That is wasted performance, could we have just one light at the same time active?
Hint: I know there is a time range in real life where we have a very dark phase, sun down and sun still not enlights the moon , but in game reality we do not want this, just causes trouble.
Edit: Why do you not just make a color/intensity over time for one light, as Enviro it does?