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Massive Clouds Atmos / Massive Clouds

Discussion in 'Assets and Asset Store' started by mewlist, Nov 9, 2018.

  1. mewlist

    mewlist

    Joined:
    May 22, 2017
    Posts:
    235
    Hello.

    Thank you for your report !
    I am glad to here that.

    If your DirectionalLight have high intensity, Sun Intensity Scale parameter is very useful to adjust!

    regards.
     
  2. mewlist

    mewlist

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    May 22, 2017
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    I found a problem in Volumetric Shadow.
    Near range from camera, scene filled by shadow color incorrectly.

    I investigate and try to fix it.
     
    Last edited: Aug 6, 2019
    mmaclaurin likes this.
  3. thomas-weltenbauer

    thomas-weltenbauer

    Joined:
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    Posts:
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    I created a test project (Unity 2018.3.10f1 / HDRP 4.10) to find the problems on consoles.

    I compiled the shaders for PS4 and got this three errors:

    Code (CSharp):
    1. Shader error in 'MassiveClouds': Program 'MassiveCloudsFragment', ambiguous call to 'max'. Found 3 possible candidates: at Assets/MassiveClouds/Shader/MassiveCloudsRaymarch.cginc(460) (on ps4)
    2.  
    3. Compiling Fragment program with _RENDERER_SURFACE _RAMP_ON
    4. Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR
    5.  
    6.  
    7. #########################
    8.  
    9.  
    10. Shader error in 'MassiveClouds': Program 'MassiveCloudsVert', ambiguous call to 'lerp'. Found 3 possible candidates: at Assets/MassiveClouds/Shader/MassiveCloudsRaymarch.cginc(465) (on ps4)
    11.  
    12. Compiling Vertex program with _RENDERER_AUTHENTIC
    13. Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR
    14.  
    15.  
    16.  
    17. #########################
    18.  
    19.  
    20.  
    21. Shader error in 'MassiveClouds': Program 'MassiveCloudsFragment', ambiguous call to 'lerp'. Found 3 possible candidates: at Assets/MassiveClouds/Shader/MassiveCloudsRaymarch.cginc(503) (on ps4)
    22.  
    23. Compiling Fragment program with _RENDERER_SURFACE _RAMP_ON
    24. Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR
    25.  
    26.  
    I think it's because of the different data types given to the methods lerp/max. I will have a look if I can solve this easily, but I think it would be a good idea, if you could check, what is going on.
     
  4. thomas-weltenbauer

    thomas-weltenbauer

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    Ok, I fixed the problems with the shader for PS4 and made a build. It's working!!
    I will try Xbox as next step.
     
    mmaclaurin likes this.
  5. chrisk

    chrisk

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    704
    Hi, I have a problem publishing a build. I have to manually add shaders to Graphics setting like below but it's very tedious to add and I need to update again whenever shader changes.
    Can you please support to add the shaders while building?
    Thanks.

    upload_2019-8-7_21-14-33.png
     

    Attached Files:

  6. mewlist

    mewlist

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    Thank you for your request.

    I recommend to add MassiveCloudsShaderVariants to Preloaded Shaders in Shader preloading section.
    This is more simple way to setup and include shaders into your build

    upload_2019-8-7_23-27-7.png

    whould yo u try this.

    Thanks.
     
  7. mewlist

    mewlist

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    Thank you for your report!

    It seems lerp overloading functions are not compatible with other platforms.
    I effort to pay attention these errors on version up.

    I am exciting to hear that clouds shown on PS4 !
    Thanks!
     
    mmaclaurin likes this.
  8. chrisk

    chrisk

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    Thanks that worked as well. ^^
     
    mewlist likes this.
  9. mmaclaurin

    mmaclaurin

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    Thanks for the patch release, it's looking quite good:

    upload_2019-8-9_21-51-56.png
     
    mewlist likes this.
  10. whidzee

    whidzee

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    Nov 20, 2012
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    I have reverted my project from HDRP to the default unity renderer.

    I am now getting some other strangeness, The clouds aren't appearing in the sky, I get these errors.
    I am using unity 2018.13 and the default renderer

    upload_2019-8-10_13-20-28.png

    When I have the Massive Clouds Camera Effect turned on for my camera then all i see is pink (everything looks fine in the viewport, except for no clouds)
     
  11. whidzee

    whidzee

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    Ah I've solved it. I needed to delete all the massive clouds shaders and reimport them. it was as simple as that
     
    mewlist likes this.
  12. mmaclaurin

    mmaclaurin

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    Will massive fog work automatically with ocean shaders? I know enviro does custom integrations with different oceans (I'm using Crest) but not sure if massive requires the same.
     
  13. mewlist

    mewlist

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    upload_2019-8-11_9-10-49.png
    I test with Crest Ocean System.

    If render clouds Before Transparent pass,
    It looks good with crest. But there is some problem.

    1. Height Fog or Volumetric Shadow can not render after ocean.
    2. If your camera over clouds, it can not be renedered clouds over ocean.

    If Massive Clouds recognize ocean height as depth, I think it will fix this.
    I think about it and try it.

    Thanks.
     
    Bartolomeus755 likes this.
  14. mmaclaurin

    mmaclaurin

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    The author of Enviro (which also has volumetrics clouds + lighting) just released instructions for how his system integrates with Crest, it may have a hint for how Massive can integrate. He's done a lot of ocean integrations and they are generally 3-4 lines of code changed in the ocean shader. His instructions are here: https://forum.unity.com/attachments/crestoceanguide-pdf.465266/
     
    mewlist likes this.
  15. Bartek_Gudowski_Friend_Factory

    Bartek_Gudowski_Friend_Factory

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    Hi!

    Please advice how to build on iOS with Unity 2019.2.0f1 and LWRP 6.9.1? I have also tried Unity 2019.3.0a8 and same problem as on the image. On iOS it just completely black.

    Thanks! Screenshot 2019-08-13 at 23.16.00.png
     
  16. mewlist

    mewlist

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    Would you check Graphics Setting in Project Setting
    Massive Clouds is required Shader Preloading when Build application.

    Thanks.
    upload_2019-8-14_9-59-38.png
     
  17. mmaclaurin

    mmaclaurin

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    Hi @mewlist

    I want to do a top-down view (see below) and have volumetric clouds surround a boat with an opening in the clouds that follows the boat. Would this be hard to do? Much like your sea-of-clouds, but with a hole punched in it that you can see the boat through.

    upload_2019-8-18_20-58-20.png
     
  18. mewlist

    mewlist

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    mmaclaurin likes this.
  19. mewlist

    mewlist

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    It is not provided for that feature
    but I have a plan for that DensityMapping feature in future.
     
  20. norby

    norby

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    Jul 10, 2006
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    277
    Hi Melist

    I did not manage to get it to work with oculus quesrt if i leave the main camera in the scene together with te OVRPlayerController the clouds are not visible. I know how to set the XR settings, but i just wonder if i need to put the script on the OVRPlayerController. But that does not work either. Any idea?

    Norby
     
  21. mewlist

    mewlist

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    If OVRPlayerController cause the problem, I may reproduce it on Rift.
    I will try that
    thanks
     
  22. mewlist

    mewlist

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    upload_2019-8-26_22-5-41.png

    I test it.

    I found when OVRPlayerController exists in scene, camera effect is available on CenterEyeAnchor Camera.
    Would you setup MassiveClouds on CenterEyeAnchor?

    upload_2019-8-26_22-6-2.png
     
  23. mewlist

    mewlist

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    Massive Clouds version4.0.2 is released on Asset Store.

    Filled with Fog Color by Height Fog in near range is fixed.
    Thanks.

    upload_2019-8-27_23-51-45.png
     
  24. norby

    norby

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    Hi Mewlist

    I just tested your suggestion to attache the two scrips to the centerEye Anchor. Unfortunately no clouds are showing up. I do see the clouds in unity when playing.

    Norby
     
  25. Bartek_Gudowski_Friend_Factory

    Bartek_Gudowski_Friend_Factory

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    Hi! Have you tested Massive Clouds with the lates Universal RP 7.0.1 name spacing and Unity 2019.3.0b1? Or are you in development?
     
  26. mewlist

    mewlist

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    I test again. On Unity2018.4.4f1 and 3D Template (StandardRP)
    - Import Oculus Asset
    - Import Massive Clouds
    - Create OVRPlayerController into scene.
    - Setup Massive Clouds on CenterEyeAnchor

    It works.
    Is there any deference with your setup?
     
  27. mewlist

    mewlist

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    Hi.
    I already tested on 2019.3.0b1.
    When import LWRP package (MassiveClouds_LWRP.unitypackage), automatically code converted by Unity.
    And it works fine.



    I like UniversalRP. New postprocess system is beautiful!
     
    Last edited: Aug 29, 2019
  28. asdzxcv777

    asdzxcv777

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    do these clouds cast shadows ??
     
  29. mewlist

    mewlist

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    Yes.
    Screen Space Shadow is available. Like this. upload_2019-8-29_23-41-7.png
     
    asdzxcv777 likes this.
  30. Bartek_Gudowski_Friend_Factory

    Bartek_Gudowski_Friend_Factory

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    Hi!

    Is there a dev branch of Massive Clouds for Unity 2019.3.0b1 and Universal RP 7.0.1?
    We are currently using Unity 2019.3.0a8 and LWRP 6.9.1 and are getting a lot of memory leakage problems with extreme low FPS (our Main Camera Massive Cloud quality settings are set to 0.25 for resolution and 0.25 for Volumetric Shadow Resolution)? Any idea how to resolve? Thanks

    Skärmavbild 2019-09-04 kl. 09.52.57.png Skärmavbild 2019-09-04 kl. 09.48.25.png Skärmavbild 2019-09-04 kl. 09.47.34.png Skärmavbild 2019-09-04 kl. 09.54.22.png
     
  31. mewlist

    mewlist

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    Could your change MassiveCDloudsLWRPScriptableRenderPass#Execute like this, how it works?

    Code (CSharp):
    1.     public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
    2.     {
    3.         if (currentMassiveClouds == null)
    4.         {
    5.             var massiveClouds = renderingData.cameraData.camera.GetComponent<MassiveClouds>();
    6.             if (massiveClouds == null)
    7.             {
    8.                 var mainCamera = GameObject.FindWithTag("MainCamera");
    9.                 massiveClouds = mainCamera?.GetComponent<MassiveClouds>();
    10.                 if (massiveClouds == null) return;
    11.             }
    12.  
    13.             currentMassiveClouds = massiveClouds;
    14.         }
    15.         if (!currentMassiveClouds.enabled) return;
    16.         CommandBuffer cmd = CommandBufferPool.Get(RenderMassiveCloudsTag);
    17.         currentMassiveClouds.BuildCommandBuffer(cmd, currentTarget, currentTarget);
    18.         context.ExecuteCommandBuffer(cmd);
    19.         CommandBufferPool.Release(cmd);
    20.     }
     
  32. whidzee

    whidzee

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    Which setting will allow me to reduce this strange banding that i am getting on the edges of my clouds.
    upload_2019-9-8_13-6-46.png
     
  33. Bartek_Gudowski_Friend_Factory

    Bartek_Gudowski_Friend_Factory

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    Hi!

    I got it to work fine without any adjustment. The memory leakage also disappeared in 2019.3.0b1 and Universal RP 7.0.1. I will test further.

    Any suggestion how to increase the performance in the Sea of Clouds profile on iOS mobile. Any settings that reduces the visual quality slightly but gives good performance boost. (other than reducing quality on Main Camera Massive Cloud Resolution and Volumetric Shadow Resolution)
     
  34. mewlist

    mewlist

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    I think this artifact caused by Optimize parameter.
    Set low Optimize value resolve it.
    But low Optimize parameter requires high GPU cost.

    I continue thinking more improvement for it.
    Thanks
     
  35. mewlist

    mewlist

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    Sea of Clouds preset is setup with Authentic Renderer.
    Authentic Renderer has good look but heavy for GPU.

    I recommend to setup as Surface Renderer on iOS device.
    Surface Renderer can be adjusted performance by Iteration parameter.
    Please try.
     
  36. Kaven-Co-Games

    Kaven-Co-Games

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    Hi, are you considering adopting a system to allow for volumetric spaces to exclude the cloud effect? I have a game where there are airships floating in the sky, but I dont want clouds flooding the screen when they are inside of the airship, only when they are standing outside.
     
  37. mewlist

    mewlist

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    There is no support for this.

    If customize SampleDensity function in MassiveCloudsSampler.cginc, it can be realized clipping.
    I made customize to sphere clipping by world pos.

    Code (CSharp):
    1. inline float SampleDensity(float3 pos, float scale, float phase)
    2. {
    3.     float bias = 10000;
    4.     float3 texScale  = _VolumeTex_ST.xyx / bias / scale;
    5.     float3 texOffset = (_TexOffset + _ScrollOffset) * phase * texScale;
    6.     float3 texPos    =  pos * texScale + texOffset;
    7.  
    8.     /////////////////  
    9.     // center pos in world of clipping sphere
    10.     float3 clipSphereCenter = float3(29,3,-72);
    11.     // radius  of clipping sphere
    12.     float clipSphereRadius = 50;
    13.     float clip = smoothstep(clipSphereRadius, clipSphereRadius + 10, length(pos - clipSphereCenter));
    14.  
    15.     return clip * tex3Dlod(_VolumeTex, float4(texPos.xyz, 0)).a;
    16.     /////////////////  
    17. }
    18.  
    This results like this.
    upload_2019-9-18_0-57-23.png
     
  38. lo-94

    lo-94

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    Hey just curious, can this be used without a skybox set? I'm just using a constant color for my scenes
     
  39. mewlist

    mewlist

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    It works under constant color sky box.
    If you want to adjust ambient color of cloud, please set CloudColorType to Constant and set color manually.
     
  40. mewlist

    mewlist

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    Good news.
    Newest beta version of Unity + HDRP has features for Custom Rendering Pass.

    I have started working for Unity2019.3 + HDRP7.1.1 !

    upload_2019-10-7_0-54-21.png
     
    Last edited: Oct 6, 2019
  41. gamerpc36

    gamerpc36

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    Great work! Looking forward to try it with hdrp :p
     
    mewlist likes this.
  42. whidzee

    whidzee

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    if you were looking for some good reference for low level fog/clouds check this out.
     
  43. mewlist

    mewlist

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    Very good material for study!! thanks!
     
  44. protopop

    protopop

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    May 19, 2009
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    Thank you for this asset. The clues are quite beautiful:)

    When I change the parameters in the Profiles the clouds do notching. Specifically I changed the scroll speed in Cumulus mobile, but the clouds still move very fast across the sky. Am I forgetting something? (I am on Mac with iOS build and Unity 2019.2.8)
     
  45. mewlist

    mewlist

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    Do you set scroll speed from Script?
    If so, MassiveCloudsScriptableScrollSample.cs is sample code.

    Whole cloud parameter is copied internally, so they must be changed by MassiveClouds.SetParameters() Method.
     
    protopop likes this.
  46. protopop

    protopop

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    No I changed the scroll speeds directly in the profile component in the unity Inspector tab. I will try changing it from a script and see if it works. Thank you:)
     
    mewlist likes this.
  47. crashTX

    crashTX

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    That settles it! I am buying! :)
     
    mewlist likes this.
  48. whidzee

    whidzee

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    Nov 20, 2012
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    what kind of thing would cause the clouds to not be casting a shadow? I created a new scene in a new project, added the scripts to the camera and it worked right away. yet in my main game project although i seem to have all the settings the same i am not seeing cloud shadows. Just wondering if there is something simple i am missing
     
  49. protopop

    protopop

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    I don't know if its related but when I make changes in a profile, lets say I activate cloud shadows, I don't see it when I press play. Have to press play, then switch to a different profile during auntie, then switch back again for the settings to be visible.

    Ive been able to force certain behaviours by modifying the sample scroll speed script included in the project.

    Aside from that this is easily one of the best assets I've bought in a long time. Screen space clouds was a terrific idea and the quality is very good.
     
  50. IanNicolades

    IanNicolades

    Joined:
    Oct 1, 2016
    Posts:
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    Hi there,

    Just purchased your asset, and it's quite impressive! I need one feature in order to use it in my current project, though - I'm using my own camera system and translating Unity objects into my own coordinate space to support space travel and spherical planets, so I need to be able to modify the coordinate system that the component uses.

    I saw earlier in the thread that this feature isn't supported yet - is it planned?

    Thanks!