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I'm also interested in this, there's no simple way to achieve this.
Oh, yes I see... I just thought it was to fix the incorrect coloring of the atmosphere viewed from space, but it fixes the lighting too.
There is an issue with the lighting of objects. It seems that the atmospheric lighting evaluation is completely dependent on the camera's position...
Yea even the manual authoring mode does not provide enough control and flexibility. The ideal solution would be to control the clouds via shader...
I noticed the same, it's very obvious on distant clouds. It seems to work fine to a certain distance and then start to break for some reason. [ATTACH]
It's actually a limitation;...
There's no mesh involved at all, it's just a sphere projection inside the shader.
Is there any chance that my two improvements get implemented someday? I think they could be beneficial in general.
Not sure if your trees are modeled with the manipulated normals in mind or if it's just a translucency / diffusion settings issue, it's hard to...
It's intended to cheaply imitate translucency for shaders that don't support it (eg. URP Lit), but HDRP Lit properly supports translucency, so...
Definitely looks like manipulated mesh normals, try to set the normals to "Calculate" instead of "Import" in the model settings of your tree meshes.
It would be the best case scenario if it would work for low light scenarios (transition to a realistic night sky) out of the box, but I can...
It looks fine with "daylight" exposure, but as soon as you set it to 5 or below the banding becomes very noticable; exposure: 12 [ATTACH]...
So I just tested the new sky and I have to say it's a great improvement compared to the earlier implementation, especially the better multiple...
Great progress so far! I assume the PBSky got rewritten from scratch right? It looks quite similar to Hillaire's implementation, I bet it's based...
Then just multiply it by another rotation representing your position on the planet, something like this; Vector3 spaceRot = (Quaternion.Euler(90 -...
In case your star map is already in celestial coordinates (like this one https://svs.gsfc.nasa.gov/4851) you can simply rotate it along the Y...
You need to access the sky from your current volume profile... and the space rotation is a Vector3, no Quaternion. Try this; public...
Are you just looking for it's parameter? There it is;...
What does "Physical Night Sky" actually mean, the roadmap doesn't reveal any meaningful info about it. Will it provide a better way to render...