[RELEASED] Weatherade: Snow and Rain System

Maybe I am wrong. I do a lot of testing of video software for one of my clients across lots of different hardware and resolutions, so maybe I am just seeing differences in resolution. This is a portion of the 4k screen on MacOS. It felt “softer” than what I saw in the demo on Windows. Could be my mind playing tricks.

… it also feels to me that this is more detailed than what I was seeing earlier, and maybe some shaders “caught up” after a few reloads and test sessions? In any case, there is so much to love about these snow shaders you’ve done. Really spectacular. The icing on the cake.

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Hm, for me it looks the same as in the demo. Anyway, you can tweak it from the Trace Mask Generator component placed on the coverage instance, and from the coverage instance’s Traces section.

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I think you are right - it was definitely not as “crisp and crunchy” earlier in the day

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A couple of (non-critical) errors. MacOS - especially Monterey onwards - can be very picky about permissions, so I am sure that is what’s happening, and probably wouldn’t be an issue in a runtime build.

Is this happened when you press “C” to capture a screenshot? This feature was implemented for the Windows build, so people can quickly make screanshots to share :slight_smile: So I think you can simply ignore this, because it’s not related to the Weatherade system itself.

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yes when press “C”

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I’m working on the URP version right now, and here’s first successes in this matter.

  1. Basic snow already has a working coverage occlusion feature
    9631145--1368335--WeatheradeURP_coverageOcclusion.gif

  2. Sparkle effect is working too already
    9631145--1368338--WeatheradeURP_sparkle.gif

  3. GPU Particle System is almost fully functional
    9631145--1368341--WeatheradeURP_gpu_particles.gif

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That is very good news, as I am desperate to get the Unity Photo Mode package working, but it requires URP!

I don’t know if it’s my location, but your website link with the documentation never loads in my browser. Is it active?

Yes, it works. You can try VPN. I will also add an offline docs later, but it’s not as comfortable to use as the online.

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I noticed that for materials with transparency it doesn’t work since they become opaque. Is there a way to use the shader for transparent materials, such as for trees/vegetation?

The shaders support all types of transparency. What exactly not working? Could please show a screenshot?

I’m using the rain shader. You can see how the trees become opaque, and one material turned white. These assets use special materials from this pack. The same happens for snow.

9640928--1370732--weatheraderain.jpg

Weatherade uses its own shaders to make the system work. So you have to use the Rain Coverage shader for your trees.

Yes, this is the Rain Coverage shader applied. Without it looks normal. I assume it won’t work then with this specific pack?

If you already use the Weatherade shader for the trees and see this results, then it looks like the original shader on the trees has non standard-like properties mapping. For example, the main color texture is called “_MainTex” in the standard shader. Weatherade uses the same naming. You can manually re-assign the textures.

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Hey, this looks like a great asset. I do have a question: when you make the trails in the snow (Interactive deformable snow) is it possible to save that state so that it either persists or can be saved and loaded with the scene? Thanks

Hi,
Currently you can only keep the trails during the current scene session and only inside the coverage instance volume.
Please, describe a bit more detailed what do you want to achieve with it, and I will think what I can do with it.

I was thinking like in the case where you were making a scene and wanted to have a premade trail in the snow, to give the player the idea that someone had passed through already. or if player walks and makes trail and you want it to persist for a while, maybe even save the game and when loading it back the trail is still there. I hope that communicates what I am thinking for ideas. Also, are more than one coverage instance volume allowed in same scene?

Thanks a lot for the quick respones!