[WIP]AIO Dynamic Sky - Procedural Day-Night Cycle with Sun & Moon, Clouds & Starfield

Thanks its nice, the intensity of the moon and the sun is that adjustable?

and for the clouds I mean the shape of the clouds, different kind of clouds for day and night, therefore different presets. and for example more clouds in the evening and less during the day

Video give you more idea.

cool! i see the sun becomes more intense when rising, but I feel that close to the horizon it could also be more intense, just the like this image

sun can adjust, moon don’t glow, only can adjust light affect the clouds. you need image effect to do that.

I will take yours opinion. Thank you.

Because I am on the trip, sorry for delay.
version 1.2 submitted, the new price is $19.98, it should be in the store for next two week.

The new version is in assets store now, faster that I though. I forget to mention the new version change the cycle setting, is may affect the old version a little bit, when you upgrade the old project, remember check the cycle setting.
And the sunshafts only preview in game window.

Going to finally pick it up in the upcoming weeks… Wanted to know if I could disable the clouds

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yes! of course you can. use cloud density zero.

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Ver1.3 uploaded, This version is much better than v1.2.

The AIO v1.3 have change a lot, the old sky shader only have 2 layer, the v2 shader have 4 layer, although there is 4 layer, but it all Combine to One Layer clouds, like fbm noise, it make the clouds shape look better, since 4 layer in different depth, so it look more like volumetric clouds.

The clouds layer have a normal maps, but the sun is directional light, is only have one direction, so I project the sun to the sky dome, make it like a point light, so it can lighting the clouds in different direction.

3819364--321463--Sun.gif

3819376--321469--Sun2.gif

Try to make it loops :stuck_out_tongue:

Now I want to make the procedural star field, because no matter how large you texture in the skybox, it still look blur.

3819406--321478--small_star01.jpg

3819406--321481--small_star02.jpg

the most easy way is random tile map.

3819406--321484--small_star03.jpg

it should be in the next version AIO Sky!

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looks very nice!

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hi,

I’m discovering your asset at the moment and i am quite impressed! Congrats!:wink:
Talking about performance, what can u say about AIO vs traditionnal sky system?
I’m hunting fps (like any of us) and i really appreciate the different style you show on your video: realistic, toon, low poly…

I already own some sky systems, but i’m always looking at interesting solutions. I want something to look like zelda breath of the wild…Toon but real classy:p (not low poly) here is my project:

The question is: can i get some volumetric clouds with low fps count?
:slight_smile:

About fps, it should better that most sky system but not good enough in mobile, on GT650m notebook, 1080p more than 200 fps, in my phone only get 20fps, but I was planed to move some gpu work to cpu, let say as this moment, every pixal need to calculate the day night cycle, it is for user easy to use it, but not good for the gpu, if I make 2 version shader, runtime and editor mode, then I can get both thing, fast and easy to use.

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And AIO isn’t use volumetric clouds, I alway want to try volumetric clouds, maybe furture.

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About zelda breath of the wild, I don’t think it is volumetric clouds, it is more like my solution, but it mainly base on hand paint clouds, so unless you will paint your clouds, as this moment, AIO Sky can’t do the same thing, but I will try to remake the same sky, since I away need to remake my clouds maps, to make a good clouds map isn’t easy, I already try a lot.

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thanks you for all your explanations!!:slight_smile: . No matter volumetric or not, the result is quite impressive!

Thank! and the moon glow now! can lighting the clouds.