TENKOKU - Dynamic Sky System for Unity 5
Tenkoku – Dynamic Sky brings completely dynamic high-fidelity sky rendering to Unity developers. There are no sky boxes or static elements, everything from the clouds to each individual star is it’s own individual element with appropriate movement and behavior.
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Requirements:
Unity version 5.0+ (5.3.4+ recommended), Works with PC/Linux/Mac Desktop and Webplayer[/URL]
** Linear lighting and Tonemapping recommended but not required **
Hi Exeneva, Thank you for your purchase! A demo scene is coming soon. In the meantime below is a step-by-step instruction guide for installing… take a look and let me know if anything is unclear. Also if you continue to have any difficulty, or have sky that looks weird in any way then please send me a screenshot and we’ll get it worked out together.
(Edit 2016… the below image shows a completely outdated install procedure)
Do we leave skybox blank - or default or something else ? Reason i ask is when i tried in scene - was unable to get the terrain to light nicely even though the sky was gorgeous.
@AdamGoodrich the Skybox should get overwritten in the scene when Tenkoku is turned on… so it may be best to leave this set to color instead of skybox (on your camera object I mean). In order to get the Tenkoku sky info feeding into Unity 5 shaders you’ll need to add a Reflection Probe to your scene with the following settings…
Note the “Size” setting needs to be large enough to encompass the geometry in your scene… and it should possibly(?) be made a child of your main camera object. Actually I should probably have this setup for you guys automatically. I’ll look into this for the next update.
Also note that if you have additional lights in your scene you should remove the “sky” layer from their culling mask setting, otherwise it’s likely to blow out the sky rendering colors.
For the camera in your scene make sure it’s set to render the “sky” and “moon” layer.
The “sun” setting in the Unity Lighting/environment section can be left blank as this is only meant for built-in unity 5 skyboxes. Tenkoku renders it’s own skysphere, so this isn’t needed.
And I’ve found the first post-release bug… the nighttime star/galaxy is not rendering properly when a project is in gamma mode. Changing to “Linear” mode fixes this (and indeed I recommend running in linear for best rendering fidelity anyway). I’ll have this fixed so they work in gamma in the next update.
Hmm… my scene looks fine when its running - but is unusable in edit mode. Here is a little test i created - its using linear lighting, and static flag has been removed from terrain so that its all real time lit.
@MS80 I haven’t tested the rift personally, but I’ve had reports of it working just fine from some customers. It currently works well together with Suimono, but Suimono will require the 2.1 update (coming soon) for a more full integration.
@AdamGoodrich I’m sure I could make some changes specifically for edit mode so it doesn’t black out your screen… right now I believe it doesn’t do anything in edit mode, so the lights and colors aren’t calculated until you hit play. This is likely the root of the problem.
@NunSuperior The timings and movement in Tenkoku are calculated for earth (and are pretty complex) so changing them in order to get a shorter season isn’t feasible at the moment, unfortunately. A second moon could be added but you would have to dig into the code to do so. Alternatively you could turn off the tenkoku movements, but you’d have to code your own 20-day seasonal movements… I don’t recommend this.
@Exeneva I’ll try and get a small update version out by Friday
So how does the day / night cycle work then?
I saw an option to “speed up” day / night, and adjust a curve to make night even shorter etc. But if we have a day night cycle set to say 6 hours, that would mean 4 game days per real day. What happens to the DATE variable then? I assume it rolls on to next day after each game cycle? ie. what changes the date value if not a game day/time cycle?