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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. chena_cpp

    chena_cpp

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    How to get the result like the store picture?

    upload_2020-12-19_1-8-5.png

    I open the sample project get that:

    upload_2020-12-19_1-19-23.png
     
    Last edited: Dec 18, 2020
  2. Vondox

    Vondox

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    Hello, please check the documentation that is included in Enviro - Sky and Weather folder. Just follow the "Get Started" section for setup.
     
  3. Vondox

    Vondox

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    Hello, you should add some post processing with at least tonemapping. The store front screenshot was made using ACES tonemaping and slight bloom. I also used pretty much highest cloud quality settings. You can change that one in your Enviro Sky Instance -> Edit Profile -> Clouds category and fine tune your qualily and weather presets.

    upload_2020-12-19_3-22-37.png
     
  4. Nanofus

    Nanofus

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    Hi!

    I'm trying to use Enviro in URP alongside MicroSplat. The MicroSplat Trax module utilizes render textures, and the Enviro forward renderer seems to mess something up in regards to those, because I get the following warnings if either Clouds or Fog renderer feature is enabled in the Enviro renderer. This also causes a huge framerate dip.
    upload_2020-12-19_16-14-53.png

    Any idea what could cause this? I'd love to use both MicroSplat and Enviro but can't figure out what's going wrong here.

    Thanks! :)
     
  5. Vondox

    Vondox

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    Hello, okay talked with Jason about that one.

    Please try following:

    Open your Universal Render Pipeline Asset where you assigned the Enviro URP Renderer.
    Then add another renderer to your "Renderer List". Assign an empty renderer (or example the default "Forward Renderer") and mark that one as "Default".
    upload_2020-12-19_15-44-14.png

    Then check your main camera and make sure that it is using the Enviro URP Renderer.

    Hope that may help here!
     
  6. Nanofus

    Nanofus

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    That fixed it, thank you very much! It's amazing to get such great support from both of you :)

    Now I can't see fog or clouds in the Scene view any more though, but that's not a big issue.
     
    Last edited: Dec 19, 2020
  7. PieterAlbers

    PieterAlbers

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    Hi!

    I am running into an odd MSAA issue. We're using URP (2019.4 & 7.5.1).



    Above is with MSAA on (8x, although it doesnt matter which setting) - below is off.

    I cant find any (Enviro) setting to avoid it but maybe I am missing a setting or this is URP 'doing its thing'.

    Anyone encounter this as well?

    -Pieter
     
  8. LSPredator

    LSPredator

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    Thank you for the great asset!
    I use Enviro Lite for android. And I have strange artifacts with Flat Clouds when I use Flat Clouds and Cirrus Clouds. When I use only Flat Clouds I have no artifacts.
    These artifacts look like z-fighting.
    I use legacy render pipeline.
    How can I fix it?
    Screenshot_20201223_135107_com.RAWorks.ZZR.jpg
     
    Last edited: Dec 23, 2020
  9. Vondox

    Vondox

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    Hello Pieter, I will give it a try in URP after holidays. Looks like a typical issue with depth texture in MSAA, so borders are not matching the color buffers.
     
  10. Vondox

    Vondox

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    Hello, haven't seen that issue yet. Does this only happen in your builds on your phone?
     
  11. LSPredator

    LSPredator

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    Yes, this only happen on my phone.
    I fixed it. I added "ZWrite Off" to the shader.
     
    muzboz likes this.
  12. Vondox

    Vondox

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    Thanks for the feedback! I will change that in next update. :)
     
    muzboz likes this.
  13. PieterAlbers

    PieterAlbers

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    Thanks for you reply, if there is anything I can test or help with let me know.
    Enjoy your holidays!

    -Pieter
     
  14. Rowlan

    Rowlan

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    Enviro Clouds are most awesome imo

     
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  15. Rock3

    Rock3

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    无题.png
    How can I see the clouds from above? like parachute. thanks!!!
     
  16. Vondox

    Vondox

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    Hello, we need some modification for the particle clouds shader to view it from above as it wasn't designed for this scenario. I will send a modified shader now.
     
    muzboz likes this.
  17. rafaelsobral3

    rafaelsobral3

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    Hi,

    Does Volume Clouds work in VR in URP?

    For me it shows horizontally stretched and horizontal head movements are boosted in clouds.

    I am using Unity 2018.4.17f1, Universal Render Pipeline 7.3.1 and Enviro 2.3.1.

    Enviro Standard VR profile with Single Pass VR and Single Pass Instanced VR enabled.

    I am using Oculus with Stereo rendering Mode set to Single Pass Instanced.

    I was not able to make it work in any other setup I tried.

    Thanks for provide such a great asset.

    Aloha,

    Rafael Sobral
     
  18. Rock3

    Rock3

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    It's worked and perfect! thanks!!!!!!!!!!!!!!!!
     
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  19. Vondox

    Vondox

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    Hello Rafael, I will send you an hotfix for that issue.
     
  20. RakkuAmiya

    RakkuAmiya

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    I'm using the standard built in pipeline with Open VR and the new XR system, along with ViveInputUtility to bring it all together. However I also get stretched clouds horizontally (with rapid too fast movement when I pan my head left and right), and not moving correctly with the headset in any single pass setting. I did get it looking right in the example scene, if I set multi-pass in Unity's settings and Enviro's, but what's going on with single pass?

    Would that hot fix work for me too? Same Enviro version, with Unity 2019.4.17f1.

    Thank you;

    Graeme
     
  21. Vondox

    Vondox

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    Hello Graeme, sent you a possible hotfix for your issue in private conversation.
     
  22. RakkuAmiya

    RakkuAmiya

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    Worked like a charm thank you. :)

    Graeme
     
    Vondox likes this.
  23. TaylorCaudle

    TaylorCaudle

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    Is there any way to reduce the intensity of the light shafts? right now they're way too intense, they just turn the whole screen white most of the time
     
  24. Vondox

    Vondox

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    Hello, sounds like that you are missing some post effect tonemapping. So setup that first for example with the unity post processing package. That will help with the overall visuals! But you also can decrease the intensity of lightshafts in your Enviro Sky instance -> Edit Profile -> Lightshafts category.
     
    muzboz likes this.
  25. Rowlan

    Rowlan

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    I'd like to also give credit to Hendrik for his most awesome Enviro Clouds. Without those in combination with NatureManufacture's Meadow Environment this scene wouldn't have gotten half a Million views :)



    Using Standard Pipeline, that's the important part worth mentioning when it comes to Unity :D
     
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  26. tree_arb

    tree_arb

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    Hi, I'm just playing around with the asset for the first time. Its pretty amazing. I've got a few questions:

    1)
    I'm using URP in the project, I add the Enviro prefab, create lite instance and everything just works fine without ever pressing "activate URP support" export to a phone work and everything. Do I no longer need to "activate URP support" Am i missing something by not doing that (I ran in to an error in my test project is why I didn't do it in this one, but surprised its just working anyway)

    2)
    Using Enviro lite, sky> skybox mode LW Custom Skybox, I choose a custom "regular" skybox but nothing really happens, it still acts the same as the enviro dynamic adjusted color skybox.

    https://i.ibb.co/5h0xpzf/n1.jpg


    3)
    This next picture is using a "regular" skybox, its very nice. How might I use this skybox along side the enviro setup. Currently I have to turn off enviro to show it.

    Is there a way to use this skybox but still have all the other features layed over it? Or should I try to recreate it dynamically with enviro clouds and color picking from the original asset?

    https://i.ibb.co/Nmd3Mpw/n2.jpg

    thanks, again very nice work
     
  27. muzboz

    muzboz

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    I see that the ASSET DESCRIPTION includes this:

    Lighting:
    Enviro will realistically light your scene based on sun altitude. You have complete control over light intensity and color by modifying curves and gradients right in editor! You also can choose between different ambient light modes of course.



    I have a question:

    My game is set in a CASTLE.

    And I'm trying to make it so that, if I make a room in the castle that has no windows (say, a dungeon underground), it will be close to black even in the middle of the day (whether Enviro is set to Midnight, Dawn, Dusk, or Midday, I want this underground dungeon to still be dark).

    Currently, the way it is set up in my project, as the sun goes around, my internal castle room (completely closed off from the exterior world) will go from dark (at night) to very bright (at noon), as if the room were "out in the open and affected by the sky", even though there are now windows in the room. (I have Unity Lighting > Environment Lighting > Source set to Color, which is perhaps part of my problem?)

    I'm wondering... what sort of ambient / lighting settings should I use if I want to make my castle interior (say, a dungeon cell underground) very dark, even if Enviro is set to noon daylight on a clear day...?

    Now I realise that light is not simulated with ray-tracing and bounce lights.

    But how would you set up your lighting settings to get the results I'm after as close as possible?

    Thanks!
     
    Last edited: Jan 9, 2021
  28. muzboz

    muzboz

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    Should I have the Unity Lighting > Environment Lighting > Source set to Skybox, or Color, or something else?

    Is there a general suggested approach to how to have the lighting in Unity set up, etc?

    PS: I'm using the Built in Render Pipeline (kicking it old school) in Unity 2018.4.9 LTS.
     
  29. RakkuAmiya

    RakkuAmiya

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    Is there a way to stop the glow/corona/etc showing behind terrain? The light shafts seem to be working properly around hills, but I can see the obvious position of the sun through the terrain.

    Many thanks;

    Graeme
     
  30. Vondox

    Vondox

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    Hello!

    1) For mobile lite instance you not really need to switch to URP mode in Enviro as that mode does not use any post processing at all. But once you want to activate post process fog or light shafts you need to follow the URP setup in documentations.

    2) That looks like a bug. You still can use custom skyboxes but you would need to also assign the your material by hand in unity lighting settings. I will fix this in next update.

    3) The clouds in enviro lite will be rendered in skybox shader additional passes. So you would need to add those to a standard skybox shader. But more of a problem would be simulate the time of day at all. :/
     
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  31. Vondox

    Vondox

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    Hello, first you should activate "Realtime GI" in your Unity lighting settings. Do not use "Baked GI" here and regenerate your lighting. Also setup some baked reflection probes in your castle rooms without windows.

    If you still see light coming though you maybe want to checkout the Enviro Interior Zone component and setup that one. Here you could modify the direct and ambinet light colors when entering a trigger.
     
    muzboz likes this.
  32. muzboz

    muzboz

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    Thank you so much for your answer. I'll attempt these things soon. :)

    Your experience and wisdom is MUCH APPRECIATED!

    - Murray
     
  33. dsilverthorn

    dsilverthorn

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    We just completed final editing to our latest video, "Apollo's Dream", and it will be coming soon to our YouTube channel.
    Made with Enviro's AWESOME Atmosphere!
     
    Vondox likes this.
  34. muzboz

    muzboz

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    Looks nice! :D

    Nice music by Teresa on your YouTube channel there, too. :)
     
    dsilverthorn likes this.
  35. dsilverthorn

    dsilverthorn

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    Thanks!
    The new one includes another piece of music of hers.
    I am doing the final render now, if all goes well, I might have it up tonight.
     
  36. volak_

    volak_

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    Code (CSharp):
    1. MissingReferenceException: The object of type 'Material' has been destroyed but you are still trying to access it.
    2. Your script should either check if it is null or you should not destroy the object.
    3. UnityEngine.Material.SetColorImpl (System.Int32 name, UnityEngine.Color value) (at <29ad182faa3f478c9310d6a2e7143c15>:0)
    4. UnityEngine.Material.SetVector (System.String name, UnityEngine.Vector4 value) (at <29ad182faa3f478c9310d6a2e7143c15>:0)
    5. UnityEngine.Rendering.LWRP.EnviroBlitPassShafts.Execute (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData) (at Assets/Enviro - Sky and Weather/Core/URP Support/Scripts/EnviroBlitPassShafts.cs:91)
    6. UnityEngine.Rendering.Universal.ScriptableRenderer.ExecuteRenderPass (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.ScriptableRenderPass renderPass, UnityEngine.Rendering.Universal.RenderingData& renderingData, System.Int32 eyeIndex) (at Library/PackageCache/com.unity.render-pipelines.universal@7.3.1/Runtime/ScriptableRenderer.cs:672)
    7. UnityEngine.Rendering.Universal.ScriptableRenderer.ExecuteBlock (System.Int32 blockIndex, Unity.Collections.NativeArray`1[T] blockRanges, UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData, System.Int32 eyeIndex, System.Boolean submit) (at Library/PackageCache/com.unity.render-pipelines.universal@7.3.1/Runtime/ScriptableRenderer.cs:473)
    8. UnityEngine.Rendering.Universal.ScriptableRenderer.Execute (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData) (at Library/PackageCache/com.unity.render-pipelines.universal@7.3.1/Runtime/ScriptableRenderer.cs:330)
    9. UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderSingleCamera (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.CameraData cameraData, System.Boolean requiresBlitToBackbuffer, System.Boolean anyPostProcessingEnabled) (at Library/PackageCache/com.unity.render-pipelines.universal@7.3.1/Runtime/UniversalRenderPipeline.cs:305)
    10. UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderCameraStack (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera baseCamera) (at Library/PackageCache/com.unity.render-pipelines.universal@7.3.1/Runtime/UniversalRenderPipeline.cs:397)
    11. UnityEngine.Rendering.Universal.UniversalRenderPipeline.Render (UnityEngine.Rendering.ScriptableRenderContext renderContext, UnityEngine.Camera[] cameras) (at Library/PackageCache/com.unity.render-pipelines.universal@7.3.1/Runtime/UniversalRenderPipeline.cs:219)
    12. UnityEngine.Rendering.RenderPipeline.InternalRender (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera[] cameras) (at <29ad182faa3f478c9310d6a2e7143c15>:0)
    13. UnityEngine.Rendering.RenderPipelineManager.DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset pipe, System.IntPtr loopPtr, Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle safety) (at <29ad182faa3f478c9310d6a2e7143c15>:0)
    14. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
    15.  
    I'm wondering if there is a solution to this error I'm getting with Enviro and URP - Unity 2019.4.16

    I am using the Enviro Standard URP Renderer -

    When loading the scene or starting the game - Enviro works just fine and all effects work.

    But once you change scenes this error starts getting spammed in the console and Enviro effects no longer work.

    To reproduce -

    - Set renderer to Enviro Standard

    - Create a scene and add Enviro to it - setup as needed
    IMPORTANT - Enable Sun shafts, Moon shafts, Distance Blur features

    - Create a new scene and add Enviro to it as well AND the features above

    Then simply flip back and forth between the scenes using Load Scene and Enviro will break.

    Running the scene will fix the issue, but until then the console will just continually throw errors.

    Seems to me the render features are not being properly setup when a scene changes ... Ive tried to make a couple code changes to address this null material issue but can't seem to nail it yet. Since no one else has posted I wanted to make you aware and I'll edit this post with a solution if I find one.


    EDIT:

    As promised - I managed to figure out a fix. In the ScriptableRendererFeature script which creates and manages the blitPass, you gotta check if blitPass == null || material == null

    Guess when you change scenes the materials created in CreateMaterialsAndTextures are destroyed but the render feature is not reinitialized. :shrug:

    I added a little == null check to the 3 feature files and everything works now

    Code (CSharp):
    1. public override void AddRenderPasses(UnityEngine.Rendering.Universal.ScriptableRenderer renderer, ref UnityEngine.Rendering.Universal.RenderingData renderingData)
    2.         {
    3.             if (renderingData.cameraData.camera.cameraType == CameraType.Preview || renderingData.cameraData.camera.cameraType == CameraType.SceneView || renderingData.cameraData.camera.cameraType == CameraType.Reflection)
    4.                 return;
    5.  
    6.             myCam = renderingData.cameraData.camera;
    7.  
    8.             if (EnviroSkyMgr.instance != null && EnviroSkyMgr.instance.HasInstance() && EnviroSkyMgr.instance.useSunShafts)
    9.             {
    10.  
    11.                 if (renderingData.cameraData.isSceneViewCamera)
    12.                     return;
    13.  
    14.  
    15.                 var src = renderer.cameraColorTarget;
    16.                 var dest = UnityEngine.Rendering.Universal.RenderTargetHandle.CameraTarget;
    17.  
    18.                 if (blitPass == null || shaftsMaterial == null)
    19.                     Create();
    20.  
    21.                 blitPass.Setup(myCam, src, dest, EnviroSkyMgr.instance.Components.Sun.transform, EnviroSkyMgr.instance.LightShaftsSettings.thresholdColorSun.Evaluate(EnviroSkyMgr.instance.Time.solarTime), EnviroSkyMgr.instance.LightShaftsSettings.lightShaftsColorSun.Evaluate(EnviroSkyMgr.instance.Time.solarTime));
    22.                 renderer.EnqueuePass(blitPass);
    23.  
    24.             }
    25.         }
     
    Last edited: Jan 13, 2021
  37. Vondox

    Vondox

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    Hello, yeah I know about that issue and it is fixed on my side aswell. So will be included in next update!

    Thanks for your indepth bug report! Appreciate that. :)
     
  38. dsilverthorn

    dsilverthorn

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  39. RakkuAmiya

    RakkuAmiya

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    Good morning;

    I'm really loving Enviro. It's gorgeous. However I'm sure I've seen this issue before on a post somewhere, but I can't find it.

    Please could someone nudge me in the right direction of a solution? it's a small sliver of what seems to be fully fogged terrain just before the clipping distance. If I unselect "use fog" in the Enviro settings, this band vanishes but I don't have any fog of course. I presume the fog rendering distance is higher than the terrain rendering distance.

    Otherwise I love it, and very happy it has Mirror integration. Pictures below...

    Graeme

    Horizon1.png Horizon2.png
     
  40. ZingZhou

    ZingZhou

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    hi.how to hide the moon at 12:00AM?
    upload_2021-1-18_15-49-54.png
     
  41. Vondox

    Vondox

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    Hello, just change the date/days or activate the simple "Sun and Moon Position" mode in your Enviro Sky Instance -> Edit Profile -> Sky category.
     
  42. ZingZhou

    ZingZhou

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    Thinks!!
     
  43. cdibbs

    cdibbs

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    Should this work in Unity 2020.2.2, yet? I'm guessing not, since I am getting some LWRP/URP compiler errors such as "'EnviroVolumeCloudsLWRP.Create()': no suitable method found to override." Any idea when it might be supported? URP is 10.2.2. Thanks!
     
  44. Vondox

    Vondox

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    Hello, do you seen the window that ask for Auto API Update when you imported the Enviro URP support scripts? You need to allow these in order to upgrade the scripts for URP. However you may want to try following:

    Delete the Enviro folder and re-import again. This time import the URP support by hand (Enviro - Sky and Weather -> Enviro Standard -> URP Support). When window opens make sure to allow the auto api upgrade.
     
  45. cdibbs

    cdibbs

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    Thanks for your quick reply, Vondox. I still couldn't get it to work, so I tried creating a fresh URP 2020.2.2f1 project just now and installed only Enviro 2.3.1 from the package manager. That works--I only see some minor warnings about a couple of shaders--and I see the folder structure in Assets like I expect. Next, I browsed to Enviro Standard > URP Support and double-clicked the Enviro_Standard_URP.unitypackage. That appears to partially work, and I get an "Enviro Standard URP renderer.asset" next to the unitypackage. But along with it, I get an error message saying "Enviro Standard URP Renderer is missing RendererFeatures," now. No dialog pops up to offer auto api upgrades.

    I have a sneaky feeling I am missing something, but I followed the documentation pdf pretty carefully. I appreciate any help in advance. Thanks!
     
  46. Vondox

    Vondox

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    Hi, I will send you a package that with updated URP support scripts asap.
     
  47. cdibbs

    cdibbs

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    I got it and it appears to be working. Thanks for your help!
     
    Vondox likes this.
  48. SoloHonk75

    SoloHonk75

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    Hello, I need this URP update too. Could you send it to me too, please?
     
  49. muzboz

    muzboz

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    Quick question (hopefully)...

    How do I prevent SNOW and RAIN from appearing inside buildings?

    Do I set up some sort of ZONE to stop them being inside certain areas, or something?

    Thanks.
     
  50. Vondox

    Vondox

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    Hello, setup some static colliders on your interior roofes to stop particles. You may also want to tweak the collision settings in Enviro weather particle system prefabs and create and assign a new layer only for particle collisions.

    Another way would be using the "Enviro Interior Zone" to switch off weather effects when entering some trigger/zone. More performant but you won't be able to see weather outside with this method. Use that for example for caves or anything like that.
     
    MoveRotateResize likes this.