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[BEST ARTISTIC TOOL - UNITY AWARDS 2019] Aura 2 - Volumetric Lighting & Fog

Discussion in 'Assets and Asset Store' started by raphick, Feb 27, 2019.

  1. mattis89

    mattis89

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    Anyone else having aura 2 not working in build ?
     
  2. mattis89

    mattis89

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    Is the developer okay?
     
    raphick likes this.
  3. mattis89

    mattis89

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    Seriously no one using this in build?
     
  4. Daahrien

    Daahrien

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    How do I reduce the sun brightness, without losing the light volumetric rays. Basically I want very notorious rays but with the sun not being as bright :p
     
  5. raphick

    raphick

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    Hi! I am getting better! Thank you all for your support!

    yes! There are a lot of projects that have build with Aura 2, what's you issue?

    You can try to lower the density to a very small value (like 0.025) in the Aura Base Settings and then make the light a little stronger, step by step, in the Aura Light; until you get what you want.
    Best advice is to use a planar layer to control the density over height.
     
    dsilverthorn likes this.
  6. Daahrien

    Daahrien

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    Thank you, I got it to look better :)
     
    raphick likes this.
  7. dsilverthorn

    dsilverthorn

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    @raphick Glad to hear you are getting better!
     
    raphick likes this.
  8. raphick

    raphick

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    Thank you all for your support!
     
    Shodan0101 likes this.
  9. Tretiak

    Tretiak

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    Jan 22, 2018
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    46


    Hi i want to do volume in L shape like on image, is putting two box volumes a good practice way of doing this ? Or is better way ? In the meaning of performance mainly, Thanks
     
  10. mattis89

    mattis89

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    Okay good that you are getting better =) I fixed my issue, it didnt work with ILC2PP but Its no use to have it because I develope for PC .
     
    raphick likes this.
  11. raphick

    raphick

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    Hello! Indeed compounding is the best way of doing a "L" shape volume.
     
  12. joanpescador

    joanpescador

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    Hi there.
    I can't get the fog to show up on compiles. Maybe I have changed some project setting? Somebody knows what are the settings that can make disappear of the fog when doing the build?
    There is any other known issue when project is builded?


    Thanks,
    Joan
     
  13. raphick

    raphick

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    Hi! What is the target of the build?
     
  14. joanpescador

    joanpescador

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    PC Standalone
    Windows x86_64
    Standard Render Pipeline
    Deferred Rendering

    Could be related with Tier settings?
     
    Last edited: May 21, 2021
  15. raphick

    raphick

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    Not sure tbh.
    Does the console show any message?
     
  16. joanpescador

    joanpescador

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    Really sorry for wasting your time but it seems that the problem was with some parameter from a previous compilation. Yesterday I made a new compilation and everything is correct. Apologies and thanks for your interest.
     
    raphick likes this.
  17. raphick

    raphick

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    No worries! I'm happy that everything is ok for you now :)
     
  18. SunnySunshine

    SunnySunshine

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    Hi

    When adding Aura 2 to a Unity 2019.4 project, I get this warning message in the console:

    Code (csharp):
    1.  
    2. Aura 2 is not supported for this target (WindowsEditor) and will be disabled.
    3. Reason : Raw Shadow Maps not supported
    4. UnityEngine.Debug:LogWarning (object)
    5. Aura2API.Aura:get_IsCompatible () (at Assets/Aura 2/Core/Code/Statics/Aura.cs:114)
    6. Aura2API.AuraCamera:OnEnable () (at Assets/Aura 2/Core/Code/Classes/AuraCamera.cs:194)
    7. UnityEngine.GUIUtility:processEvent (int,intptr)
    Any idea how to fix? Or does Aura 2 not work on windows?
     
  19. raphick

    raphick

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    Yes it works on windows of course. Weirdly enough it says that your editor doesn't support Raw Shadow Maps. Maybe it is linked with your graphics API.
     
  20. SunnySunshine

    SunnySunshine

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    Ah, you are correct! I forgot I had enabled DX12. When switching back to auto api and restarting the project, I was successful in getting Auro 2 to work as expected.

    Thanks!
     
    raphick likes this.
  21. raphick

    raphick

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    My pleasure :)
     
    SunnySunshine likes this.
  22. Shodan0101

    Shodan0101

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    Mar 18, 2013
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    Hi raphick! Love Aura 2, thank you for this amazing asset! Just a question on Aura 3 - Volumetric Lighting, Fog & Clouds. Any indication when you will be close to a release? I am currently moving to URP with deferred in the new version [12.0.0] - 2021-01-11.
     
  23. raphick

    raphick

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    Unfortunately there are things in the URP that are not ready yet and that cause delays for Aura 3
     
  24. unitydreamer29

    unitydreamer29

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    Anyone able to get Single Pass rendering working in Unity 2020.3.10f?
     
  25. raphick

    raphick

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    Unfortunately, Unity has messed up very much with the single pass rendering since forever and is very difficult to develop a plugin that would support it. There are some tracks we must follow but it currently doesn't work.
     
  26. restush96

    restush96

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    @raphick Hello there. I have got error when using Aura 2 latest update. Unity 2019.4.24f.

    Compute shader (ComputeMaximumDepthComputeShader): Property (depthTexture) at kernel index (0) is not set
    UnityEngine.ComputeShader:DispatchIndirect (int,UnityEngine.ComputeBuffer)
    Aura2API.Frustum:ComputeData () (at Assets/Aura 2/Core/Code/Classes/Frustum.cs:465)
    Aura2API.AuraCamera:OnRenderImage (UnityEngine.RenderTexture,UnityEngine.RenderTexture) (at Assets/Aura 2/Core/Code/Classes/AuraCamera.cs:229)
    UnityEngine.GUIUtility:processEvent (int,intptr)
     
  27. MrLucid72

    MrLucid72

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    Warning, this package does not work in URP.
     
  28. Aetherial87

    Aetherial87

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    As stated on the store page, lol.

    "Aura 2 does not support SRPs, LWRP, URP or HDRP."
     
    atomicjoe, Ruchir, khos and 1 other person like this.
  29. brainache

    brainache

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    Hey folks - trying to get Aura 2 to work with Crest... very close but something is not quire right...
    Its rendering a shadowy thing on the surface that shouldn't be there...

    I'm doing:
    #include "Assets/Aura 2/Core/Code/Shaders/Aura.cginc"

    in the vert...
    after //UNITY_TRANSFER_FOG(o, o.positionCS);
    o.auraFrustum = Aura2_GetFrustumSpaceCoordinates(v.vertex);

    later..
    if (underWater)
    {
    ..
    Aura2_ApplyLighting(col, input.auraFrustum, 1.0f);
    Aura2_ApplyFog(col, input.auraFrustum);
    ...
    }


    Any ideas?


    upload_2021-8-23_17-23-24.png
     
  30. Bizio

    Bizio

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    Hey, I have a problem. I use aura 2 for my game and everything was working fine - for windows and mac versions. I recently updated my game to unity 2020 from 2019, and as everything is working fine on windows version, on Mac version aura camera is broken for some reason, the camera view is just black. Its nothing about settings, just attaching Aura Camera component to any camera is making screen go black. Any idea what could cause this issue?
     
    electricman6969 likes this.
  31. Chrissyeah_

    Chrissyeah_

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    I am using Aura 1 and everything is great in editor but when I build, point lights don't work.

    I get this error

    Assets\Aura\Classes\AuraLight.cs(139,22): warning CS0414: The field 'AuraLight._isRegistered' is assigned but its value is never used

    Is anybody familiar with this problem?
     
  32. Jakub_Machowski

    Jakub_Machowski

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    Hello I tried to contact You by discord but all channels are blocked to write, why is like that?

    Your asset looks awesome and we would like to use it together with Enviro sky, The Problem is that we use few transparent shaders and already have modified it for enviro volume light, but now would like to change to Aura, I wonder if you give together with aura any of already pre-prepared shaders like:

    Standard Unity particles Shaders? (also unlit )
    Aquas waters shaders?
    R.A.M Shaders?
    Or standard transparent refraction shaders?

    Or we will have to prepare it on our own, IF I remember well the hardest to modification was Standard unity particle shader.
    Also, Do Aura 2 support also Consoles? PlayStation, Xbox, Switch?
    Regards
     
  33. WILEz1975

    WILEz1975

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    Hi.
    Is possible remove (hide) the "Enable Aura Preview" button in scene window?
    It 'very pushy.

    Edit:
    Ok found by itself. ;)
     
  34. Adoll

    Adoll

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    Hi, I am wondering if this asset works with the Spine animation asset. Here is the LINK to the Unity runtime package that includes Example files.
     
  35. Jakub_Machowski

    Jakub_Machowski

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    Is the creator of aura still replying in that post or we should contact another way? Discord writing is blocked so don't know where to search for infos.
     
  36. maniak_001

    maniak_001

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    @Jakub_Machowski on Discord you have to complete the entire welcome process before you can access the channels
    Start from the Welcome message, there are about 10 steps
     
  37. stonstad

    stonstad

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    How does Aura 2 handle scenes with large scale, i.e. a light source at the origin, and distant objects at 500, 1000, 2000 units away, i.e space scene with central star?
     
  38. stonstad

    stonstad

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    I don't think this is the case, at least anymore. The welcome screen in Discord isn't showing steps for gaining write access on the Discord.

    upload_2021-10-4_11-13-44.png
     
  39. AHFontaine

    AHFontaine

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    Yep. Seems like they nuked the Discord. Which is a damn shame because I'm not of the opinion that it showed its limits as it's now impossible for anybody to look for previously resolved issues if it happens to you, nor find a way to get support from other knowledgeable users.
    This is kind of infuriating.
     
  40. zak666

    zak666

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    Were has the preset window gone? (Unity 2022.1.0a8) Aura 2 works fine, but the Aura 2 preset window in the scene mode is gone.
     
    PhoenixAdvanced likes this.
  41. PhoenixAdvanced

    PhoenixAdvanced

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    Do you mean the "toolbox"? Because I noticed the exact same issue when I updated to Unity 2022, I haven't found out how to fix it.
     
  42. Nyphur

    Nyphur

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    Jan 29, 2016
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    Apologies for the necro-quote but this bug still exists and I found out what causes it and how to fix it.

    This bug is caused by the order in which an Aura camera is enabled/disabled when switching cameras on/off and will happen with a lot of cutscene setups or multi-camera setups where you're switching a camera off for any reason. The current camera needs to be disabled first and then the new camera enabled after it. This is because Aura 2 automatically uninitialises everything and disposes of its data when any camera is disabled, so if you enable the new camera first and then disable the old one then Aura will reset and switch all Aura effects off even though you still have an active camera.

    The real solution to eliminate this quirk is to edit AuraCamera.cs's OnDisable, Uninitialize, Register and Unregister methods as so:

    Code (CSharp):
    1.  private void OnDisable()
    2.         {
    3.             try // Weird managed resource error when building or loading a scene
    4.             {
    5.                 Unregister(this);
    6.                 if (_registeredAuraCamerasList.Count == 0) { Uninitialize(); }
    7.             }
    8.             catch
    9.             {
    10.             }
    11.         }
    12.  
    13. private static void Register(AuraCamera auraCamera)
    14.         {
    15.             if (_registeredAuraCamerasList.Contains(auraCamera)) { return; }
    16.             _registeredAuraCamerasList.Add(auraCamera);
    17.             FireOnRegisteredAuraCamerasListChanged();
    18.         }
    19.  
    20. private static void Unregister(AuraCamera auraCamera)
    21.         {
    22.             if (!_registeredAuraCamerasList.Contains(auraCamera)) { return; }
    23.             _registeredAuraCamerasList.Remove(auraCamera);
    24.             FireOnRegisteredAuraCamerasListChanged();
    25.         }
    26.  
    27.  
    28. private void Uninitialize()
    29.         {
    30.             if (IsInitialized)
    31.             {
    32.                 Shader.DisableKeyword("AURA");
    33.  
    34.                 _frustum.Dispose();
    35.                 _frustum = null;
    36.  
    37.                 CommonDataManager.Dispose();
    38.  
    39.                 IsInitialized = false;
    40.             }
    41.         }
    This basically just checks whether the camera we're unregistering is the last active Aura camera before switching Aura off and disposing of its data. It also prevents accidentally adding multiple copies of the same camera to the list, which happened occasionally for some reason.
     
  43. MrLucid72

    MrLucid72

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    To clarify, this *still* doesn't support URP, right? Are plans to support URP just vaporware, or can we get some release dates? After aging broken promises, I feel like it's fair to at least ask to provide some semi-targeted ETA's; especially since "Aura 3" will likely be charged *separately* (even though it should have been expected to have it ages ago and should honestly be included to those with Aura 2. This is like charging your customers extra for only now supporting Unity 2019 as if it's the end-user's fault Aura is so behind.

    Thinking out loud, even if URP was supported in Aura 3, if I know Aura is always years behind "coming soon(TM)", why would I go with Aura 3 when competitors update fast/free?). I am not trying to sound like a troll, but more so just being realistic; it's like Tesla: Aura isn't the only decent volumetric lighting/fog, anymore.
     
    Last edited: Jan 28, 2022
  44. abandon_games

    abandon_games

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    bump - also curious about URP and HDRP support

    with the last release date being almost a year ago, wondering if this package still being actively maintained?
     
  45. raphick

    raphick

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    Yes, mainly support is done through email (after various harmful attacks). URP will be supported in Aura 3 (simply because it is NOT possible through Aura 2)
    EDIT 2 : I repeat, after trying for 1 complete year, IT IS NOT POSSIBLE to support any SRP in Aura2 while keeping it working in the builtin renderer.

    (Edit : the last update being several months back is simply because the builtin render is not updated anymore)
     
    Last edited: Mar 18, 2022
    atomicjoe likes this.
  46. atomicjoe

    atomicjoe

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    Do you mean hacking? :confused:
     
  47. CHOO5D

    CHOO5D

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    Dec 24, 2016
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    55
    I am confused with Aura 2 since it messed up my lighting when I accidentally clicked on one of the ambience presets and unable to switch back to default.

    I disabled all lights and camera's aura component but the aura tool is still affect the lighting of the scene.

    Any way to totally disable aura or revert the aura lighting to default?
     
  48. electricman6969

    electricman6969

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    Apr 11, 2018
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    1
    I fixed this problem by editing
    CommonDefines.cginc
    on Mac.
    I'm not sure but it seems to work fine.

    Code (CSharp):
    1. #define PRECISION_HALF → #define PRECISION_SIMPLE
     
    Last edited: Mar 22, 2022
  49. jamespaterson

    jamespaterson

    Joined:
    Jun 19, 2018
    Posts:
    390
    hi all,
    Has anyone else experienced issues with Aura 2 on Unity 2020.3.31f1?

    I have recently upgraded from a working project based on Unity 2018 and I seem to be having issues with Aura in some scenes, specifically lighting "density" looks very high, almost like shadowing is not being taken into account. The scene in particular has some large lights almost "aimed" at the camera to create shafts.

    A fresh install of aura 2 in Unity 2020.3.31f1 seems to run the test projects OK. Any thoughts appreciated - thanks!

    EDIT: I found the solution to my problem. The upgrade from 2018 to 2020 caused Unity to disable shadows in the project quality settings entirely. Whoops! Sorry this problem was not caused by Aura 2 at all
     
    Last edited: Mar 25, 2022
    dsilverthorn likes this.
  50. raphick

    raphick

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    Yep :/

    The presets change the ambient lighting as well. Go to the lighting window and change it back using another unity and copying the value of a default scene.

    That a weird one! Thank you! I'll investigate and upload a fix if necessary!