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[RELEASED] Enviro - Sky and Weather (Dynamic Sky and Weather System)

Discussion in 'Assets and Asset Store' started by Vondox, Apr 11, 2015.

  1. Vondox

    Vondox

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    Just bouble click to show the URP settings. Then you can assign a renderer.
     
  2. mgrieci

    mgrieci

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    Okay, think I got it - clouds still aren't showing up though. I have the preset set to Cloudy 2

    upload_2020-3-5_18-38-58.png
     
  3. Vondox

    Vondox

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    Please enable "Depth Texture" in the menu you have opened in your screenshot. Then please open the "Enviro URP Renderer" and check if all effects are properly assigned like this:

    upload_2020-3-6_13-13-14.png
     
  4. mgrieci

    mgrieci

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    I think we are getting somewhere... the Render Features are blank.

    If I search my assets I can find the scripts from your screenshot but I cannot seem to drag them into the Render Features section of this area of the inspector, and when I click the target control on the right the pop up box is blank.

    upload_2020-3-6_8-10-38.png
     
  5. Vondox

    Vondox

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    Do you have enabled the URP support already? Please check your Enviro Sky Manager.

    upload_2020-3-6_14-16-46.png
     
  6. mgrieci

    mgrieci

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    I think so:

    upload_2020-3-6_8-25-35.png
     
  7. Vondox

    Vondox

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    Okay, yeah looks good. Do you get any errors in console? Maybe please come over here in enviro discord channel for better communication and we can have a look whats going wrong here. Should be somehting small.
     
  8. mgrieci

    mgrieci

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    okay I'll swing by the discord now, thanks!!
     
  9. Rowlan

    Rowlan

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    Night Flight, the Aurora of Enviro is absolutely beautiful :)

    aurora.jpg
     
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  10. Cascho01

    Cascho01

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    Any idea when HDRP-version could be available?
     
  11. Vondox

    Vondox

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    Hi, Enviro HDRP support will be a bit delayed. Unfortunaly I have not found a lot of time to work on this the last days. But maybe join enviro discord to get your hands on the beta package?!
     
  12. Rowlan

    Rowlan

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    Added Enviro HDRP (beta) to my racing scene :D

    enviro 1.jpg
    enviro 3.jpg
    enviro 4.jpg
    race 1.jpg
     
    Last edited: Mar 10, 2020
    oseriduun, Bartolomeus755 and Vondox like this.
  13. Black-Spirit

    Black-Spirit

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    How does the dynamic snow shader work? There is zero mention of it in the documentation, and searching these forums suggests to check out the sample scene, yet there is also no dynamic snow in that?
     
  14. Vondox

    Vondox

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    Hello, sorry there is no built-in dynamic snow feature in enviro at the moment. But it supports synchronization of Global Snow, LUX Shaderframework, CTS, Microsplat, UBER Shader for example to have dynamic snow in your project.
     
  15. Black-Spirit

    Black-Spirit

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    Ah OK. I have owned your asset for some time now, only just started implementing it. Your version history does say.

    - EnviroSurface Shader! Set of shaders for dynamic snow and wetness on all your meshes!

    * New Feature: EnviroWeatherShaders
    * New Feature: Enviro dynamic puddles with shader and ReflectionProbe script.

    Misread I guess.
     
  16. Vondox

    Vondox

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    There actually was shaders for objects included a few years back. But I removed those as there are better free alternatives in asset store.
     
  17. KRGraphics

    KRGraphics

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  18. TheFlyHawk

    TheFlyHawk

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    Modifying the skybox at run time has no effect
    EnviroSkyMgr.instance.LightSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Skybox;
    EnviroSky.instance.Save();
     
  19. Vondox

    Vondox

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    Hello, yeah enviro will only set the ambient mode on enable. But you can still change it in runtime your self with those two line:

    EnviroSkyMgr.instance.LightSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Skybox;
    RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Skybox;

    You also don't need to call Save() here. That function will only save your current time and weather to playerprefs.
     
  20. PatHightreeXVR

    PatHightreeXVR

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    Hi there,
    We're happily using Enviro in our application and have just updated to the latest version.
    This is progressing nicely, but we've hit a snag.
    The enviro instance that was created at the start was a standard one (legacy pipeline).
    But our application has an optional VR mode too, and the standard instance only updates the sky in the left eye in VR.
    I see that there's a different kind of enviro instance that handles VR.
    What's the best way to handle this scenario ?

    Thanks in advance,
    Patrick
     
  21. Vondox

    Vondox

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    Hi Patrick, please try to activate the "SinglePass VR" option in your Enviro Sky Instance -> Rendering Setup.
     
  22. PatHightreeXVR

    PatHightreeXVR

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    Yes, that renders both eyes.
    Unfortunately it also throws a number of these errors
    upload_2020-3-20_10-22-12.png
    This is regardless of the project settings' stereo render mode.
    Version info: Enviro 2.3.0, Profile 2.2.1, Prefab 2.2.0, Unity 2019.3.3f1 (legacy RP, OpenVR)
     
    Last edited: Mar 20, 2020
  23. Vondox

    Vondox

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    Hello, thanks for your report! I could reproduce that error when setting the "SinglePass" option in runtime. I also have fixed it for next update now.

    I will send you a hotfiy asap.
     
  24. PatHightreeXVR

    PatHightreeXVR

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    Thanks for the hotfix, awesome support !

    The sky renders in both eyes now, but I'm seeing a dark-light vertical band across the viewport.
    I checked in an empty project with just Enviro and it doesn't occur there, so it's probably something on our end.
    Have you maybe seen this before ?

    Left eye
    upload_2020-3-20_14-55-24.png
    Right eye
    upload_2020-3-20_14-56-3.png
     
  25. Vondox

    Vondox

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    Hm could not reproduce that on my side. But looks like one post effect may not work correctly. Try to disable enviro effects to see if it stops with one of those disabled. Same for other post effects that you are may using in your project.
     
  26. PatHightreeXVR

    PatHightreeXVR

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    Thanks for the pointers, I'll dig into the post effects
     
  27. Hawk0077

    Hawk0077

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    Hi Vondox. In the manual and within 2.2.1 manager it says Get Pro if you want to use HDRP?

    There isnt a pro? How do I use HDRP? Many thanks
     
  28. Rowlan

    Rowlan

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    apologies for cross-post, but i totally like how Enviro light settings and clouds adds to the atmosphere of the scene here :)

    lighting.jpg
     
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  29. jh092

    jh092

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    Hi there, I have a question about restoring the wetness and snowStrength values. When my game is exited I save the current weather profile and then restore it when the game is started again. This works nicely, but I can't get the saved wetness and snowStrength values to take affect.

    For example if the current conditions are "Heavy Snow" and the snowStrength is 0.75 when restoring those values the "Heavy Snow" profile loads ok but the snowStrength kind of resets back to 0.

    This is how I am attempting to set those two values:

    EnviroSkyMgr.instance.ChangeWeather(lastWeatherPresetName);
    EnviroSkyMgr.instance.Weather.wetness = lastWetnessAmount;
    EnviroSkyMgr.instance.Weather.snowStrength = lastSnownessAmount;


    Can you advise how I should do this?

    Many thanks for your help and ongoing support.

    John
     
  30. Vondox

    Vondox

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    Hello John,

    can you please try to set these to instead or even all four:

    EnviroSkyMgr.instance.Weather.curWetness = lastWetnessAmount;
    EnviroSkyMgr.instance.Weather.curSnowStrength = lastSnownessAmount;
     
  31. jh092

    jh092

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    Thank you Vondox, curWetness and curSnowStrength did the trick.

    John
     
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  32. PatHightree

    PatHightree

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    Turned off all post-fx but saw no change.
    Then we found that toggling Directional Volume Lighting removed the band artifact.
    This is a usable workaround, we can toggle that when VR is active.
    I tried to reproduce the problem/workaround in an empty project, but didn't succeeded.
    I'll update if I find a good repro.
     
  33. madao223

    madao223

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    Hello I have this error when trying to save profile:
    Assertion failed on expression: 'gOnDemandAssets->empty() || GetOnDemandModeV2() != AssetDatabase::OnDemandMode::Off'
    UnityEditor.AssetDatabase:SaveAssets()
    EnviroCore:SaveProfile() (at Assets/Enviro - Sky and Weather/Core/Scripts/EnviroCore.cs:1278)
    EnviroSkyEditor:OnInspectorGUI() (at Assets/Enviro - Sky and Weather/Enviro Standard/Scripts/Editor/EnviroSkyEditor.cs:447)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)

    Therefore I cannot save profile.
    (Unity 2019.3)
     
  34. Vondox

    Vondox

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    Thanks for the update. I also will have a look into that later.
     
  35. Vondox

    Vondox

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    Hello, oh haven't seen that one yet. What Unity version do you use? Do you already tried to restart Unity? Does this also happen in a fresh project on your side?
     
  36. dfarjoun

    dfarjoun

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    This is an amazing scene.
    Would you mind to share how heavy is the exported file of this scene from unity? It's absolutely beautiful!!!
     
  37. Rowlan

    Rowlan

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    Thanks. You mean file size? That's 1.3 GB, but I have a lot more integrated there which isn't visible.
     
  38. Rastapastor

    Rastapastor

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    Reference shot from World Creator. Terrain created with World Creator + Gaea + Gametextures.

    In Unity Microsplat + First try of Enviro HDRP beta :).
     

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  39. zeux-n00b

    zeux-n00b

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    How to add planet in the sky...,typically procedural blue sky box represent flat method for atmospheric scattering in which you get to see the shadow side of a planet.
    So what is typically a solution here? using already prepared skybox with alpha transparency and planet on, or using some kind of custom shader fade possibility, or usnig The Blacksmith: Atmospheric Scattering asset,... ? thx
     
  40. zeux-n00b

    zeux-n00b

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    today i tried using simple plane with planet image that use standard fade shader, results is great,(for time hold gameplay). Now I need to block Galaxy & Star map light going through the planet image with another mask image right behind that will work. Or is there a layer arrangment between "atmo scattering", galaxy and stars? or any other great hints? thx
     
  41. Vondox

    Vondox

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    Hello, yeah you can use the "additional satellite" feature for that. If you don't want your planet to move you also just can assign a prefab with a transform only to activate the feature. Then place your planet and assign the "Satellite Layer" to it that you choose in Enviro -> Rendering Setup.
     
  42. jdh5259

    jdh5259

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    Not sure if this is the best place for it but I wanted to draw attention to a potential bug relating to VR and cloud rendering.

    Unity Version: 2019.2.17f1
    Render Pipeline: Legacy
    VR Hardware: Oculus Rift
    Stereo Rendering Mode: Multi-pass
    Enviro Version: 2.3.0

    I ran into an issue where the cloud texture was rendering differently in the left and right eyes in VR. The left eye was working fine but in the right eye, the texture was rendering but it wasn't respecting the camera movement and was just stuck in the same spot in the viewport.

    Debugging through this, I eventually found that in EnviroRaymarchClouds.shader, there is this section (mostly redacted):

    Code (CSharp):
    1. if (unity_StereoEyeIndex == 0)
    2. {
    3.     // sets rays based on inverse projection
    4. }
    5. else
    6. {
    7.     // sets rays based on inverse projection for single pass
    8.  
    9.     // The right eye (unity_StereoEyeIndex = 1) is being handled here with the incorrect inverse projection matrix.
    10. }
    Updating the if statement to check against 0 or 1 fixes the issue for my use case. Not sure what implications that has for other use cases but I at least wanted to bring it to your attention.

    EDIT: I unfortunately can't post screenshots because of the spam filter(?) (probably because I don't post here very often...). I will try again later.
     
    Last edited: Mar 27, 2020
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  43. Vondox

    Vondox

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    Hello, thanks for your detailed report! :)
    I will fix that in next update. That actually got messed up with the implementation of SinglePass Instanced support.
     
  44. claudius_I

    claudius_I

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    hello

    Can i change the daylenght (in minutes) in runntime?

    thanks
     
  45. Vondox

    Vondox

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    Hello, you can do that of course. What enviro version do you use?
     
  46. Rastapastor

    Rastapastor

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    First image is a reference from World Creator. Rest are from Unity. Terrain made with World Creator + GAEA + Gametextures. In Unity i used Microsplat and Enviro HDRP.
     

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  47. zeux-n00b

    zeux-n00b

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    I found the other way, i just erase stars and galaxy spots on the map where the planet is going to to be for the "mask". But it's a bit frustrating because those maps rotates then on its own clock rotation set, so is there an option to disable this clock travel for thouse two maps ?
     
  48. Archtica

    Archtica

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    Hi Vondox
    Thank you for a great product.
    I get this error in the build when turning on/off volume clouds running on a mac with opengl core. It works fine in the unity editor and on windows both build and editor. The screenshots are from the sample scene of 2.3.0 with out modifications. I've tested on different unity versions with same result. I'm also getting the error in the software I'm doing where I didn't before. I'm unsure if it's related to the new version. The earlier was working fine.
    I haven't been able to find anything on the forums.

    *EDIT
    In my late night frustration I was maybe a bit brief on information:
    • I can build on windows with no problem. Everything works.
    • When I build on Mac for Mac (IL2CPP) Catalina 10.15 with opengls core 4.1 I can see clouds in the editor, but they create the below situation in the build.
    • Unity versions 2019.2.18f1 and latest.
    • I thought I would do barebone test with the 2.3.0 sample scene and I get the same error with volume clouds on off so it's not isolated to my custom scene.
    • I'm thinking it has something to do with opengl in mac, but I can't find anything about the issue. Metal works fine, but my software is made for opengl.
    Volume clouds on

    Vlume clouds off

    In editor
     
    Last edited: Mar 29, 2020
  49. Rastapastor

    Rastapastor

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    First image reference from World Creator. Rest are from Unity. Terrain made with World Creator + Gametextures. In Unity i used MIcrosplat and Enviro HDRP. First time i think i got better shot in Unity than in World Creator. Microsplat and Enviro FOR THE WIN!!!! :)
     

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  50. claudius_I

    claudius_I

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    hello
    2.1.2