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Azure[Sky] - Dynamic Skybox

Discussion in 'Works In Progress' started by _7stars, May 1, 2015.

  1. _7stars

    _7stars

    Joined:
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    Posts:
    266
    Azure[Sky] Dynamic Skybox

    Azure[Sky] Dynamic Skybox is a powerful sky system developed for those are looking for a dynamic sky with day and night cycles and that contains many features and customization options.

    Asset Store Link:
    http://u3d.as/fPD

    Demo Scenes:
    (Dropbox Web Player visualization is not more available, so you need to download the web player demos and run locally.)
    Azure[Sky] with Horizon[ON]
    Azure[Sky] with PlayWayWater
    Azure[Sky] with Scion

    Online Documentation
    The new version brings many new features that will enhance the quality and power of customization of your scene to a new level. The new "Curve System" gives the ability to customize any property with different values at any time of day. You can also customize the seven days of the week with smooth transitions between them.

    A lot of work was put to make Azure[Sky] works as a regular skybox material avoiding the use of any sphere or mesh. Like Azure[Sky] works as a regular skybox material you will be able to enjoy all lighting features of Unity5 without any problems

    Azure[Sky] has a friendly interface and easy to understand. It is very simple to implement in your project and come with a complete and detailed documentation that will help you understand all its features.

    Features
    * Physically based sky shading.
    * Sunlight scattering.
    * Fog scattering.
    * Cloud System.
    * Curve System.
    * Output System.
    * Seven different days to customize.
    * Rotary night sky.
    * Works directly as a Skybox.
    * Fully compatible with Global Illumination.
    * Dynamic day and night cycles.
    * Supports forward and deferred rendering.
    * Supports linear and gamma space color.
    * Supports HDR and tonemapping.
    * Unused sphere mesh.
    * High Performance.
    * Etc...

    Note:
    - Pixel Shader 3.0
    - Fog scattering will only work on what is drawn to the depth buffer.
    - Not recommended for mobile platforms.
    - For downloading Azure[Sky] version 3.0.3 you need to use Unity 5.3.4 or higher, if you use an older version of Unity, you will get Azure[Sky] version 2.0.1.

    Images:
    Obs: Some assets in the images and demo scenes belong to other packages of the Asset Store and are not included with this package.
    Assets used in the Demo Scenes:
    Horizon[ON]
    PlayWay Water System
    Scion - Filmic Post Processing
    Tropical Forest Pack

    Dropbox Gallery
    Screen1.png
    Screen2.png
    Screen3.png
    Screen4.png
    Screen5.png
     
    Last edited: Aug 11, 2017
  2. Luckymouse

    Luckymouse

    Joined:
    Jan 31, 2010
    Posts:
    478
    Amazing, I can't figure out how to get the sunset colour correctly from Preetham. You did a good job on that. nice cloud and scattering fog too.
    [Edit]
    I just saw you use the orange colour in the setting for sunset , cool. Btw, welcome to Unity Community.
     
    Last edited: May 1, 2015
  3. _7stars

    _7stars

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    Thanks!

    The sunset color is defined by the user in the inspector. It is white when the sun is high in the sky and changes to the chosen color in the inspector when the sun descends on the horizon.



    Denis Lemos
     
    Last edited: May 4, 2015
  4. Play_Edu

    Play_Edu

    Joined:
    Jun 10, 2012
    Posts:
    674
    cool one
     
  5. _7stars

    _7stars

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    The first version is now available in the Asset Store.
    http://u3d.as/fPD

    For the next updates will be reformulating the equations and rewriting the code to C #.
    I am also creating a new cloud system and improving the night sky.
     
  6. _7stars

    _7stars

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    The current version of azure[Sky] is very far from what I want. But I'm doing some tests and the visual aspect is improving a lot.
    Because of that, I'm recreating everything from scratch.
    The clouds are what most needs to be improved, so I am now dedicating my time on them.

    That's what I got so far:

    * A cloud texture that simulates the direction of light and shade according to the sun's position. See the GIF below.
    [​IMG]

    * When the clouds are in front of the sun, the dense part is dark and the edge that generally has less density are very bright.
    A photo of what I mean
    https://mindfulbalance.files.wordpress.com/2011/04/sun-through-clouds.jpg

    That's what I got so far:

    Sun in 90º
    [​IMG]

    Sun in 90º - Horizon
    [​IMG]


    Sun in (10º-15º) - Horizon
    [​IMG]

    That's only test, then it will take a while to be available. As I am recreating everything from scratch does not have night sky. At the moment I am focusing in the clouds and in the daytime sky.
     
    SAOTA likes this.
  7. Phantomx

    Phantomx

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    Oct 30, 2012
    Posts:
    202
    I might purchase this asset, but I have one question before. If you shift rapidly between day and night you can see that it takes some time before the reflection probes update on the spheres and all faces are not updating at the same time so it creates ugly seams on the reflection map. What were your settings for the probe? it there a way to avoid this?

    Thanks!
     
  8. _7stars

    _7stars

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    I think this is because the reflection probe was defined as individual faces in Time Slicing, switched to "no time slicing" and seems to have solved the problem, the demo has been updated !
    I still do not know very well set the GI
     
  9. Phantomx

    Phantomx

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    Ok it looks much better now! I will push so we buy this now thanks!
     
  10. Timboc

    Timboc

    Joined:
    Jun 22, 2015
    Posts:
    9
    Hi! Firstly thanks so much for this asset - I recently purchased it and it looks amazing. I really hope you find time to keep enhancing and supporting!

    I have a quick question. I believe that Azure[sky] doesn't explicitly support mobile but I've been trying to get a simple scene running on my iPhone 5s. Using the GI_Demo scene, at mid-day, the skybox is completely black / very dark blue. Digging into the shader a little, if I visually output 'Brm' or 'fex' I get different results on my phone compared to the editor. If I output Layer1 for example, I get exactly what I'd expect (i.e. a Skybox of Layer1) so the shader compiles, the viewDir is correct etc. Have you any idea what this could be down to? I'm fearful it's something like floating point precision between the different devices.

    Many thanks in advance for your help!

    P.S. I've ensured my 'quality' settings etc are the same for my editor and device.
     
  11. _7stars

    _7stars

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    I'm sorry for being slow to respond, as I had to buy a new PC while developing this asset, I had not installed the SDK for testing with mobile device. And unfortunately I do not have an iPhone just an android device.

    Today I installed the android SDK and did a test on my Galaxy s4 using the demo scene only with the skybox without using GUI and GI objects. And it worked normally, but for being an SM 3.0 shader and not be too optimized worked with some lag. So at this point I still do not recommend for mobile games.
    I was thinking of making an attempt to polish this version putting arbitrary values in the equations and find the resulting value to use it in the shader without the need of repeating the calculation. Thus will not have much customization option, but will have a gain in performance. And putting some calculations in the vertex program, it may be possible to leave the shader for SM 2.0

    As in my android device worked without any visual difference to the editor, I believe it's something in the IOS platform.

    Try changing in the shader the declaration of variable "sunCosTheta" and "moonCosTheta" of half to float. Ex:
    Code (CSharp):
    1. half sunCosTheta = dot( viewDir, sunDir );
    2. half moonCosTheta = dot( viewDir, moonDir);
    to
    Code (CSharp):
    1. float sunCosTheta = dot( viewDir, sunDir );
    2. float moonCosTheta = dot( viewDir, moonDir);
    or
    Code (CSharp):
    1. float sCos = dot( viewDir, sunDir );
    2. float mCos = dot( viewDir, moonDir);
    3.  
    4. half sunCosTheta = sCos;
    5. half moonCosTheta = mCos;
    I think "viewDir", "sunDir", "sunCosTheta" and "moonCosTheta" are the most important values of the formula and may require very accurate numbers, but I'm not sure and it costs nothing to try.

    If you send me a PM or here on the topic some image of the error and the configuration that you are using in the sky, maybe I can identify the problem, if it is in customizing the material.
     
    Timboc likes this.
  12. Timboc

    Timboc

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    Thanks for your response and looking into this. I was going to reply yesterday but I wanted to wait until I made a bit of concrete progress before replying. Through experimentation I found that a combination of things are required to get it displaying correctly on iOS.

    I appreciate some of the following sounds a little odd (and it is) but it's all hard won knowledge.
    1) The strangest - I need to explicitly define 'Br' and 'Bm' within the frag shader
    2)
    Higher precision is needed on the iphone so I've currently made viewDir, sunCosTheta, moonCosTheta, BrBm, fex and SLin all floats.
    3) I believe many of the function calls to the include files functions are returning inaccurate results (or at least not with high enough accuracy). Therefore, inlining the calculation for 'fex', BrTheta & BmTheta was necessary (but also allowed for some optimisation).
    4) I've also gone from 20-24fps to a smooth 30fps by making various optimisations. By moving the normalisation of viewDir into the vertex shader (and ignoring the horizon shift) I can then also evaluate SunCosTheta, MoonCosTheta, Zenith, Esun, Emoon, SR & SM, Day & Night Luminance, StarFade, SunsetColor & MoonsetColor in the vertex shader. I think I just about get away with it.

    Obviously 1) is the most strange and means hard-coding the ray & mie. Also, it's not totally perfect - see screenshots. Getting a strange green tint at sunrise. Also notice the sky seam is quite visible. Lastly the reflection probe isn't working but it was at one point so I'm pretty sure that's not related.

    IMG_3871.jpg

    I hope this info's useful to someone - let me know if you want a copy of the shader I'm currently using.
    Update: I think the colour tint is a simple copy/paste error on my part for the Bm value.
     
    Last edited: Jul 10, 2015
  13. hippocoder

    hippocoder

    Digital Ape Moderator

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    Is half not high enough precision? float in vertex is preferred on mobile, but in frag I'd imagine half to be as high as I'd go.
     
  14. Timboc

    Timboc

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    Not from my testing (I just tried switching SLin back to half3 and it's totally off) but at any rate, the above is just guidelines of what I think I've worked out so far - please nobody take it as gospel :). Also, 30fps just for the skybox isn't much to get excited about either.
     
  15. hippocoder

    hippocoder

    Digital Ape Moderator

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    Yeah although lets be honest, mobile is far from ready for intensive calcs in frag :D
     
  16. _7stars

    _7stars

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    Yes, it would be of great help.

    This is where the two sides of the panoramic textures align. Check that genarate Mip Maps is disabled on any of the panoramic textures in the Import Settings. Also try changing the Filter Mode.
    In the new version that I'm developing, these textures will not be necessary. The new shader will use two passes, one for the sky and one for the clouds, this mode is possible to have more realistic clouds. And the quality of the sky will also increase greatly.

    For sure! The problem is that this type of shader most calculations needs to be done in frag to achieve a satisfactory result because the default skybox sphere is not perfect. Otherwise appears the seam of the mesh in the sky.
    [​IMG]
    [​IMG]
     
  17. Phantomx

    Phantomx

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    Hi,
    How do you manually control the day time? I want it to be always day time but be able to switch to night time on demand while playing. Right now if I move the current time slider while playing it's not doing anything.

    Thanks!
     
  18. _7stars

    _7stars

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    The slider works only in the editor to choose the start time of the day, I had not thought of that possibility. I will upload an update with this feature.
    If you do not want to wait for the update, it is something very simple to be implemented by yourself.

    Just add it to the script azureSkyControl.js
    Code (JavaScript):
    1. function setTime(time:float,dayDuration:float)
    2. {
    3.     v3.x = -((time) + UTC) * (60*DEGREES_PER_MINUTE)-90;
    4.     if (dayDuration>0.0)
    5.     {
    6.        ROTATION = (DEGREES_PER_MINUTE * 1440) / (dayDuration * 60); //Gets the degree to rotate the sun according to the time selected
    7.     }
    8.     else { ROTATION=0; }
    9. }
    If you prefer you can change the Awake() to this:
    Code (JavaScript):
    1. function Awake()
    2. {
    3.    SkyUpdate();
    4.  
    5.    SKYMAT.SetVector("sunDir",-SUN.transform.forward);
    6.    SKYMAT.SetVector("moonDir",-MOON.transform.forward);
    7.    FOGMAT.SetVector("sunDir",-SUN.transform.forward);
    8.    FOGMAT.SetVector("moonDir",-MOON.transform.forward);
    9.  
    10.    setTime(CURRENT_TIME,DAY_CYCLE_IN_MINUTES); // Set the start time of the day
    11.  
    12.    v3.y+=Longitude;
    13.    MOON.transform.localScale.x*=-1;
    14.    MOON.transform.localScale.y*=-1;
    15. }
    So you will be able to control the time of day and how long it will last, according to events that occur in your game. Just call the setTime() when necessary.
    For example, if you want the scene start at midday and always stay at this time. In the Start() or Awake() call the function this way:
    Code (JavaScript):
    1. function Start()
    2. {
    3.       setTime(12.0 , 0 );
    4. }
    * The first function argument is the time that will be the day, use values between 0-24.
    * The second function argument is time in minutes that the day will take to pass. If the value is zero, the hours will not pass.

    If you want that at some point of the game, the time of day changes to the dusk. In the event that this occurs call the setTime() like this:
    Code (JavaScript):
    1. if (Input.GetKeyDown("space"))
    2. {
    3.    target.setTime(17.5 , 10.0);
    4. }
    In this case the event was press the "space" key on keyboard. This will change the day to 5:30 PM, with the sun setting slowly on the horizon.

    Surely you will need to change the time of day from other scripts, for this you will need to create a variable of type azureSkyControl and drag in the Inspector the GameObject that has the azureSkyControl.js, so you can access, change and use all the variables and functions who are there.
    Exemple:
    Code (JavaScript):
    1. #pragma strict
    2. var target:azureSkyControl;   // Drag in ispector the GamObject that has the azureSkyControl script to this property
    3. var TimeOfDay:float=6.0;      // 6:00 AM
    4. var dayDuration : float =3.0; // New duration of day in minutes
    5.  
    6. function Update ()
    7. {
    8.    if (Input.GetKeyDown("space"))
    9.    {
    10.       target.setTime(TimeOfDay,dayDuration); // Using the function that is in the control script to set the time of day.
    11.    }
    12. }
    In my tests it works very well.

    Thanks !
     
  19. Phantomx

    Phantomx

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    Great thanks! I also added a checkbox in your editor so you can toggle the transition on/off
     
  20. christoph_r

    christoph_r

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    Two questions: How's performance? Does it work with Horizon[On]?
     
  21. _7stars

    _7stars

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    I do not own this asset yet, but from what I read in the author's topic, the version 1.0 of Horizon[On] does not draw to the depth buffer, but the author sends the new shader by PM for those who need them before the release of the next version. The azure[Sky] fog is an image effect and only affects objects that draw to the depth buffer, if you already have these new shaders, i believe that azure[Sky] will work well with Horizon [On].

    My intention is to make azure[Sky] work directly in the skybox. This way is much simpler and intuitive to add to the project, with only a script to manage the entire sky, even a begginer will be able to configure it.

    So far so good, the problem is that the mesh of the skybox is a sphere of low quality and makes it impossible to write the calculations in the vertex program without having unpleasant results. For this reason, most of the equations are written in the fragment shader that calculates once for each pixel on the screen. Causing delays in the shader. But that is only evident in mobile devices.

    The current version 1.0.2 is not optimized as it should be, my first intention was to work, for then optimize. I believe that will not perform well on mobile platforms. In tests I did on Windows PC, the performance was very good.

    I used the FPSDisplay.cs script to count the fps. Found in Wiki:
    http://wiki.unity3d.com/index.php?title=FramesPerSecond
    In GI demo scene the fps was around 1100.
    In the fog demo scene the fps was around 720. The terrain was the most responsible for the drop in frame rate.
    [​IMG]
    [​IMG]


    The next version will jump to 2.0.0 because it will have many changes compared to the current version, the two versions will have a very different appearance from each other. For this reason the current version will continue in the package and will have all the improvements of the new version, but it will keep the visual characteristics it has now. Because depending on the graph style of each game, one of the versions can match better than the other.

    So far I managed to reduce almost three times the number of math instructions in the fragment shader and get a much more realistic results than the current version.
    * The moon now is drawn directly into the skybox.
    * And now also implemented the rotation of the sky at night.
    * Added support for HDR.

    Below is a simple demonstration of how it's getting. " P.S. It is still in development. "
    https://dl.dropboxusercontent.com/u/29523611/azure[Sky]DevDemo/azure[Sky] Demo1.html

    It remains to add:
    * The scintillation of the stars.
    * The shadows on the moon.
    * The clouds.
    * Redo the fog scattering.
    * Maybe put some shooting stars across the sky.
    * Milky Way ?

    I also intend to make an optional version of the shader to use in a Skydome, making it possible to write the calculations in the vertex shader to work in ps_2.0. To have more performance and be able to use quietly in mobile devices.
     
    Last edited: Jul 24, 2015
    christoph_r likes this.
  22. _7stars

    _7stars

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    * Added scintillation in the stars.
    * Added shadow on the moon.
    See the demo test:
    https://dl.dropboxusercontent.com/u/29523611/azure[Sky]DevDemo/azure[Sky] Demo2.html
    PS: The shadow on the moon will be controlled by sliders in the Inspector, where you can define the position, size and opacity, as well as in the first version. I did not add the sliders in the demo because I'm using for testing only.

    Now I'm going to work in the clouds. What I'm planning to the clouds is:

    I will use pre-rendered textures in a grayscale. In the RGB channels, will save the luminance of the clouds, based on the sun's position.
    Channel r: Will contain the cloud luminance with the rising sun.
    Channel g: Will contain the cloud luminance with the sun at noon.
    Channel b: Will contain the cloud luminance at sunset.
    [​IMG]
    As time goes on, the shadows of clouds change according to the luminance and gives a more realistic effect. An example of what I'm talking about, is shown just above in the post #6.
    Until now I got an excellent result for the clouds in the daytime, and I'm trying to get a harmonious effect in the transition between sunset and nightfall.

    Finally, after about three months of trying, I managed to find a way to make an animation in loop for the clouds. If all goes well, the clouds will be animated.

    See the GIF:
    [​IMG]

    [​IMG]
     
    Last edited: Jul 31, 2015
    Timboc and christoph_r like this.
  23. Lanre

    Lanre

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    Dec 26, 2013
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    Excellent work. How soon can we expect the asset?
     
  24. _7stars

    _7stars

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    I want to do as quickly as possible, the problem is that lack some things that are very time consuming to make. So I will first launch version 1.5 within a few days.

    Version 1.5 will be just the 1.0 with the improvements that will be part of version 2.0. But trying to keep the graphic look of the first version.

    You can see in the demo below:
    https://dl.dropboxusercontent.com/u/29523611/azure[Sky]DevDemo/azure[Sky] Demo3.html

    * The equations were rewritten.
    * Night sky rotation was added.
    * The moon is drawn directly into the skybox.
    * HDR support added.
    * Only one draw call. All this is done in a single pass.

    Only with changes in the equations, we can see great visual changes. The sunset is one example.
    [​IMG]
    [​IMG]

    To release azure[Sky] 1.5 still missing:

    * Redo the fog: It will be easy and fast because the calculations are almost the same as the sky.
    * Redo the Inspector: It's a little time consuming, because I am rewriting everything in C#, have to respect some development requirements and do a lot of testing to make sure everything is working.
    * Animation in the clouds: It will be a variation of the sky shader, will have a sequence of images creating a loop animation, will be a test prototype to version 2.0.

    For version 2.0, left to do the same things, but with much more realistic clouds, which is much more difficult to achieve and time consuming to render. Not to mention that you need to render the cloud once for each color channel.

    So I decided to release 1.5 before because the clouds are much simpler to do.
     
  25. _7stars

    _7stars

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    Testing the fog of version 1.5 which will be released soon. The scenario used in the screenshot is the Island Demo.
    Here is the scene in the default settings. The ambient color is dark because the sun is rising.
    [​IMG]

    Now the same settings with the fog applied.
    [​IMG]

    Around noon.
    [​IMG]

    At Night.
    [​IMG]
     
    Last edited: Aug 24, 2015
  26. _7stars

    _7stars

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  27. jdraper3

    jdraper3

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    This asset looks great! Any ETA on the 2.0 update with the enhanced clouds?

    Also, based on the way that you are doing your cloud system, do you think cloud lightning would be possible? (example below)

     
  28. _7stars

    _7stars

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    In post number 22, I explain what I want to improve in the clouds to version 2.0.
    Currently the best result I got was this:
    [​IMG]
    The clouds will be more realistic and adorned, but the problem is the rendering time. The 1.5.0 version took 25 hours to render, even that clouds this release are very simple. Now imagine how long it will take to render these new clouds, and will be necessary to render the same frame three times, one for each sun position to catch the luminance.

    How the new clouds will be more realistic, I'm afraid that with only 60 frames the animation does not get smooth, I think it will need 120 frames, that will double the rendering time and the number of images for editing. This will give me a lot of work to do. But I think if everything works as I imagine, will have a cool result.

    The new shader will process the clouds in an additional pass, where I can make use of the texture opacity, improving the visual appearance of the sky, the moon will cross behind the clouds and the clouds will interact with the Sun Shaft image effect.

    If is needed to use 120 frames for the animation, will only increase the space of the package in the hd, the performance will remain the same.

    The good side of using this method to clouds is that the clouds are more realistic, the movement of the clouds are almost real and has a low cost performance than if it were generated in real time.

    The downside, is that it increases the size of the package.


    About lightning, at the moment I still can not think of any way to create this effect. Sorry.

    If my explanation seemed confused, sorry, my English is bad.
     
  29. Beloudest

    Beloudest

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    Mar 13, 2015
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    For some reason the exposure slider has no effect in my scene, any ideas?
     
  30. _7stars

    _7stars

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    May 1, 2015
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    Make sure HDR is not selected in the Options tab.

    This option does not allow the shader computes the tone mapping internally, giving the developer the option of using different tone mapping, such as the image effect "tonemapping" of Unity, located in Component>Image Effects>Color Adjustements>Tonemapping.

    The exposure slider is used only in the internal tone mapping of the shader. It will only take effect in the scene, if the HDR option is disabled.

    If you work with the HDR option enabled, the correct is to change the exposure directly by the image effect component, which also has this feature. Remembering that when using the tonemapping image effect, for it to work correctly, your camera should also have enabled the HDR option.

    That's the only reason I know that prevents the exposure slider working.
     
  31. Beloudest

    Beloudest

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    Thank you, I eventually worked out the issue last night. I'm glad I asked as I did not know about the Tonemapping image effect and HDR is worth experimenting with visually. Ok so bare with me here I might be doing something wrong again but I cannot seem to get any stars to appear at night time and no sun spot too. Also at night my terrain still remains very lit, I assume it's ambient lighting or something - admittedly I need to have another play today and will suss that one I thinks.

    Few Feature suggestions:
    Scattering Wavelength Adjustments (good for over worldly planets)
    Fog Density Time Curves (good for having fog change more dynamically over the day etc )
    Fog Color Gradients (can be fun and good for other planets)

    Really liking what I see so far, the fog is awesome. Thanks.
     
  32. Beloudest

    Beloudest

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    I've managed to get my get my lighting fixed but noticed something very strange, if I add tonemapping and HDR my reflections and lighting on world objects gets fixed to that point in time the day and night cycle. It took me a long time to figure out this was happening. Is this the correct behaviour, when it gets dark my world objects stay fairly lit and the reflections stay as they started on play? No stars working either, thanks again. It's almost perfect.
     
    Last edited: Sep 27, 2015
  33. Beloudest

    Beloudest

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    Ok sussed it out, sorry for the running commentary. I needed to setup a reflection probe for reflections to update every frame. Durr ;)

    Just missing stars?
     
    Last edited: Sep 27, 2015
  34. _7stars

    _7stars

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    Sorry for the delay

    This was supposed to be implemented, I'll write these things on paper because I forget.

    It is a good suggestion

    The color of the fog automatically adjusts according to the sky settings.

    Strange, this happens in the demo scene included in the package?

    * Make sure the Textures Tab, the fields "Star Field (Cube Map)" and "Star Noise (Cube Map)" is not empty.
    * In the texture import setting of this textures, the "Mapping" option must be: 6 Frames Layout.

    Try to create a new scene, delete the default light and drag one of prefab included in the package into the scene, press in the "Options tab" the button "Send material to Sky Skybox", to apply the material in the sky skybox.

    If the problem persists, please send your project or scene by MP for me to figure out what's going wrong.
     
  35. Beloudest

    Beloudest

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    Yes the no stars does happen in the demo's including your examples online when testing on Safari. Is it a Open GL compatibility issue maybe? I'm on OSX. I've never seen any stars, even in your product screenshots. No way I can easily send the project, it's about 20GB but I'm happy to skype and setup a test example.
     
  36. _7stars

    _7stars

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    * Added to the package a shader with only the sky without clouds. This gives the possibility to use their own cloud customized shaders.
    * Added in the "Scattering" tab some sliders to adjust the wavelength.
    Demo: https://dl.dropboxusercontent.com/u/29523611/azure[Sky]_v1_5/EmptySky.html

    The cloud shader to version 2.0 is almost ready, just need to render the animation of clouds, it takes a long time. Until now a 20 percent already rendered.

    Some images of a same frame of the new cloud system.
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
  37. Beloudest

    Beloudest

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    Sweet, nice man. I shall look forward to trying this out. I've still no luck with the stars strangely. I occassionally see the odd twinkle on my UI cam so am wondering if it's not working due to a multiple camera setup. Is it dependant on deferred pipeline? Anyway I kind of want to use my own cubemap for the stars as shown below. Can you think of a way to allow this when combined with Azure which I love. Thanks for the updates, can we download yet? ;)

    I need that program you use for clouds, expensive it is.
     
    Last edited: Oct 23, 2015
  38. _7stars

    _7stars

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    Well, the problem of the stars was successfully resolved thanks to the help of @Beloudest, have a lot to thank him.

    It was just a syntax error when used the "dot" function.

    As I have not the opportunity to test the package on operating systems other than Windows, I could not realize my mistake.

    I wore a command like this to make the stars appear and disappear.
    Code (CSharp):
    1. dot(sunDir.y, float3(0, -1, 0));
    Strangely DirectX did not cause error, but in OpenGL is need to write this way.
    Code (CSharp):
    1.  
    2. dot(float3(0, sunDir.y, 0), float3(0, -1, 0));
    3.  
    I will be correcting the problem and update the package and demos as well as possible.
     
  39. Beloudest

    Beloudest

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    It's just Apple for you, they like to be awkward at any opportunity! No problem. :)
     
  40. _7stars

    _7stars

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    azure[Sky] 2.0 - Submitted to the Asset store
    [​IMG]

    See the first post for more information.



    The price will be adjusted to $45. There's still time to secure the purchase for $40 while is in pending review.
     
  41. Beloudest

    Beloudest

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    Nice, whats new?
     
  42. _7stars

    _7stars

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    Azure[Sky] v2.0 - Available on the Asset store
    http://u3d.as/fPD
    [​IMG]


    What's new:
    * New cloud shader with several customization options.
    * New options to customize the fog.
    * Added Milky Way to sky night.
    * Added solar disk.
    * Added a "Empty Sky" shader.
    * Bugs fixed.
    * Some other customization options.
     
  43. _7stars

    _7stars

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    For the next azure[Sky] updates

    * I intend to add a customization system with curves. This will give the option to customize the sky in different ways for each hour of the day.

    * I want to create a procedural cloud system so you can control the weather and the amount of clouds in the sky. I believe it will not be possible to do with the same realism of the current version that was pre rendered in external programs.

    * I am also looking into the possibility of adding to the package a unfinished water shader that I started doing a long time ago and not yet finished. My intention is to make this water shader work together with the sky.

    See an animated gif of the water shader under development.
    [​IMG]
     
    Beloudest likes this.
  44. Morfeuskiev

    Morfeuskiev

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    @_7stars

    How many pre rendered skies is included in package?
     
    Last edited: Nov 21, 2015
  45. _7stars

    _7stars

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    Hi @Morfeuskiev !

    All the demo scenes in the firts post are included in the package.
    Only the clouds are pre-rendered, the rest of the sky works dynamically.

    If you have used the CryEngine, azure[Sky] is very similar. The clouds are just a texture with transparency to show the sky in the background through them. The difference is that the brightness of the azure[Sky] clouds adapt according to the sun's position and do not need to use a Skydome, the clouds are drawn in an additional pass directly into the skybox.

    You can choose to use a shader static or animated clouds. See the demo scenes in the first post.

    Animated clouds are a sequence of 120 different images. But in the shader is only used two textures to make the transition from one to another. When the transition is complete a script change these textures for the next.

    In my tests had no loss in performance by use of many textures, the shader animated clouds is as fast as the static shader. Only increases the game file size.

    My objective is to get a rendering equal as seen in AAA games.
    "witcher 3 Sky Clouds"
    [​IMG]
     
    hippocoder likes this.
  46. Morfeuskiev

    Morfeuskiev

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    @_7stars

    Thanks for answer. So if i good understand - your asset have one preset of sky. I read that you pre-rendered this sky. This is not bad, but i want to have a different sky on many scenes of my game. Can you make 5-10 different pre rendered skies? I purchased your product because it is really beautiful. No matter what the method of implementation, but I would like to have more varieties of the sky. In anticipation of procedural clouds :)

    With Best Regards, Leonid.
     
    S_Darkwell likes this.
  47. S_Darkwell

    S_Darkwell

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    Like @Morfeuskiev, I find your asset absolutely beautiful, but I am holding off on purchasing it because if everyone who produces a game with your asset has the same sky, it will become recognizable.

    Is the process of rendering these skies something that can be shared, or better yet, automated?
    - S.
     
  48. _7stars

    _7stars

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    @Morfeuskiev

    Now I understand better your question.
    azure[Sky] has only one cloud animation cycle.

    It's almost impractical for me at the moment to make several animation cycles for the clouds, because I Don't have the time that is needed to do this. The animation of clouds you see in the demos took about 600 hours to be processed. That is around 25 days. It was for this reason that the version 2.0 took so long to be released.

    It would take four months to make 5 cycles. I want to use this time only when I get much more realistic clouds.

    If you analyze AAA games you will see that most of them use static clouds to the sky.
    See a Battlefield 4 gameplay:

    Static clouds I can make several different types for use in other scenes, as they are faster to do.


    This will happen with almost all assets of the asset store. Most of the players do not notice or do not give importance to it.

    [Edited]
    I can make a video tutorial showing how to create their own clouds in Terragen. Static clouds are simple to make. Animated clouds becomes the same manner, except that take much longer to render all the animation cycle.
     
    Last edited: Nov 22, 2015
    S_Darkwell likes this.
  49. garyhaus

    garyhaus

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    Looking forward to the updates! Purchased today and ESPECIALLY looking forward to the procedural clouds. i TRULY hope you can get them looking volumetric! Cheers and thanks for the great asset.

    Gary
     
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  50. S_Darkwell

    S_Darkwell

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    @_7stars:

    Thank you greatly for your response!

    I'll be keeping a close eye on this asset, and yes, a tutorial like that would be fantastic! Thank you.
    - S.