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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. Jakub_Machowski

    Jakub_Machowski

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    No I'm on forward rendering i could try deffered too. It happens only when both clouds mode turned on, and I think that when onlyclouds are in background. Maybe Instancing problem?

    One more question, Why Enviro effecs is dont destroy on load marked (probably in code). I mean it makes some problem when moving beetwen scenes. Could I turn it off I mean dont destroy on load thing? also is there way to turn off whole audio system?
     
  2. Jakub_Machowski

    Jakub_Machowski

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    upload_2017-11-21_20-50-7.png

    I tested problem more, and I know what is going on on test scene is the same problem just noticamble after your sun is low and turn on clouds cloudsy 2 or 3 on clear sky trees look great but it seems like lpha channel takes order color from, sunlight/ background skybox and then if there is a dark cloud or other dark volume light / fog I dont know then there is visible that border. I tested it on clear sample scene too.
     
    Last edited: Nov 21, 2017
  3. Jakub_Machowski

    Jakub_Machowski

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    HEre screen from sample scene as you see there have to be dfark clouds behind it to be visible. its not huge problem, I just would to help improve some things hope you can do that ;) On clear sky trees looks perfect in daylight too, probably becasue the nclouds have similiar color to sky ;) upload_2017-11-21_21-27-16.png


    Please also let my know why Why Enviro effecs is dont destroy on load marked (probably in code). I mean it makes some problem when moving beetwen scenes. Could I turn it off I mean dont destroy on load thing? also is there way to turn off whole audio system?. We have some wuite problem with that becasue this objects are moving to next scenes for example menu and give us exception, but we dont wont to change anything in your code without knowledge
     
  4. Vondox

    Vondox

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    Thanks for your detailed report. I will do some further investigations.

    Next update will include an option to disable/enable the don't destroy flag.
     
  5. mgrugl

    mgrugl

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    Hi, I am a newbie. Just recently bought this asset. I am getting really nice clouds on the Vive and on the Samsung Odyssey. Two things I could not figure out:
    How do I get cloud shadows? I see them in the hierachy, but can't turn them on.
    How can I have the sun and the clouds move slower?
    Any help would be much appreciated.
     
  6. Vondox

    Vondox

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    You can enable cloud shadows in cloud category in profile. There you also can control the cloud wind animation speed. One note the cloud shadows currently possibly produce some bad large scale dithering. Currently investigating, but may need to make them cutout again in next update. :/

    upload_2017-11-21_22-31-9.png

    To slower the time progress / sun movement you need to raise the day and night length.

    upload_2017-11-21_22-35-51.png
     
  7. LukeDawn

    LukeDawn

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    I'm getting the following error when trying to build for windows x_64 DX11 in Unity 2017.2.0f3:-

    Error building Player: Shader error in 'Enviro/FlatCloudMap': invalid input semantic 'POSITION': Legal indices are in [1,15] invalid ps_3_0 input semantic 'POSITION' at line 32 (on d3d9)

    Compiling Fragment program
    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 SHADER_API_DESKTOP
     
  8. Nikul

    Nikul

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    Can you fly through the volumetric clouds in VR?
     
  9. Vondox

    Vondox

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    Please download and import the attached hotfix. I will release an update with more fixes tomorrow.
     

    Attached Files:

  10. Vondox

    Vondox

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    Sorry flythroughs are currently not supported. But that may change in a future update as alternative option.
     
    Rowlan likes this.
  11. LukeDawn

    LukeDawn

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    That was some fast support. Thank you very much, worked perfectly.
     
  12. claudius_I

    claudius_I

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    this is the bug
     
  13. LukeDawn

    LukeDawn

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    Looking through the documentation, I can't see anything about satellites or adding a second moon. Is there any information on this?
     
  14. Aevien

    Aevien

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    The same bug!
     
  15. JBT27

    JBT27

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    I've just bought and imported Enviro, but I am getting these errors:

    Assets/Enviro - Dynamic Enviroment/Scripts/CTS Integration/EnviroCTSIntegration.cs(5,7): error CS0246: The type or namespace name `CTS' could not be found. Are you missing an assembly reference?

    Assets/Enviro - Dynamic Enviroment/Scripts/CTS Integration/EnviroCTSIntegration.cs(10,9): error CS0246: The type or namespace name `CTSWeatherManager' could not be found. Are you missing an assembly reference?

    I don't have CTS in this project, and maybe that's the problem. Any ideas? I installed the above hotfix, but that has made no difference; though I see it wasn't for that.

    I'm using Unity 2017.2.0f3 on Windows 10 64bit.

    Thanks.
     
    Last edited: Nov 22, 2017
  16. MaliceA4Thought

    MaliceA4Thought

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    Greetings.

    Two quick questions please...

    1) How to get rid of this bright white line on the sea which bears no relation to position of sun or moon.. if it tracked with the sun or mone, would be no issue, but it's always in the same place anytime of day or night.
    lightbar.jpg
    2) Moon is not obscured by clouds.. is there a setting for this or do I just turn down the brightness of the moon some?

    Thanks

    M
     
  17. Vondox

    Vondox

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    Do you have the sun lightshafts activated? Looks like very strong lightshafts + postprocessing. Do you already checked the settings?
     
  18. Vondox

    Vondox

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    You need to remove the CTS_PRESENT scripting define here: Edit -> Project Settings -> Player -> "Other Settings"

    upload_2017-11-22_16-32-54.png

    Looks like it doesn't got removed when you deleted cts in your project.
     
    JBT27 likes this.
  19. Vondox

    Vondox

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    1.) Assign the "Direct Light" you find under EnviroSky object as specular light.
    upload_2017-11-22_16-43-27.png

    2.) Please create a new layer named "Moon" or something like that and assign it here:

    upload_2017-11-22_16-44-46.png

    Now check you camera and make sure that this layer don't get rendered. Normaly that should be done automaticly. I will investigate.

    Oh I also attached a modified water4 shader with fog and volume lighting support. Import and switch to FX/Water4 ENVIRO shader. I aso will create a component to drive the color of water4 later to better match at night times.
     

    Attached Files:

  20. claudius_I

    claudius_I

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    hi
    The problem was the Enviro Post FX
     
  21. Vondox

    Vondox

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    I just found a small bug in satellites rendering, Will be fixed in next update. For now please take a look in EnviroSky script and search for this line:

    Code (CSharp):
    1. satCamera.backgroundColor = Color.black;
    and change to:

    Code (CSharp):
    1. satCamera.backgroundColor = new Color(0f,0f,0f,0f);
    How to add additional satellites:
    Please check your profile - satellites category. Click on "Add Satellite" and assign a prefab with your satellite model.

    upload_2017-11-22_17-2-0.png
     
    BackwoodsGaming likes this.
  22. Vondox

    Vondox

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    Thanks! I will improve the default post effect profile in next update. :)
     
  23. namdo

    namdo

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    Does this have God rays/sun shafts? I'm thinking of getting this during the sale and I need some new sun shafts
     
  24. MaliceA4Thought

    MaliceA4Thought

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    TY very much and for the new shader.

    Life is good :)

    M
     
    Vondox likes this.
  25. secondsight_

    secondsight_

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    Hey there,

    I´ve bought Enviro on sale and been playing around with it today. First impression is great ! But maybe I miss something but is it not possible to tweak the fog color and intensity over time ?!
    If not, any chance for a future feature ? This would be a must have for me and I was confident enviro is already capeable of that.
    Thanks !
     
  26. Vondox

    Vondox

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    Enviro got screenspace lightshafts and true volumetric directional light. But i would not recommend enviro if you only need light shafts and no clouds/sky/weather as it is all bundled into one system.
     
    BackwoodsGaming likes this.
  27. Vondox

    Vondox

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    That is already implemented! Please take a look at the weatherpresets. In "Fog" section you have a gradient for fog color corrections. Left half = night, right half = day. The alpha value will controll the intensity of color correction.
     
    BackwoodsGaming likes this.
  28. secondsight_

    secondsight_

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    Thanks for pointing me to that ! Glad it´s in. I would never have subspected the settings under that menue, though.
     
  29. namdo

    namdo

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    I need everything. The fact that it has all that is definitely a plus.
     
  30. KevinCain

    KevinCain

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    Speaking of sun shafts, I'm not seeing them in a scene with Enviro volumetric clouds and 'Lightshafts' enabled. I imagined that I would see the sun shafts filter through the volume clouds onto the Unity terrains below.

    I clicked 'Sun Light Shafts' in 'Feature Controls' and have tried different options under the 'Lightshafts' category group, but I don't see any difference with or without them enabled.

    Is there perhaps something simple I'm overlooking? Do I need to explicitly link terrains to Enviro, et cetera?

    Thanks!
     
  31. Jakub_Machowski

    Jakub_Machowski

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    Thank you ;) aiting for that ;) Any approximated time when update will be avaliable ? :) Thanks for amazing work, more I use new enviro more great look I see, Volumetric light is just amazing, looks much much better than in 1.9 even clear terrain looks more realistic ;)
     
  32. stick152

    stick152

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    EnviroTrigger->OnTriggerEnter and OnTriggerExit appear to be reversed.

    Do the following:
    Place an EnviroSky object in the scene to act as the ambient weather source.
    On a building, empty object, etc., add an Interior Zone, change its Direct Light Modifications (so you can see something happen) and change the Ambient Audio Modifications to ~-0.5 (so you can hear something happen).
    Create a new trigger and name it. Adjust the trigger size and placement such that your player can enter it.

    Play the level and enter the trigger. Nothing happens when you walk in to the trigger area. However, when you exit it all of the "interior zone" properties get applied. If you re-enter the trigger, all of the "interior zone" properties get removed.

    If you go in to EnviroTrigger.cs and rename OnTriggerEnter to OnTriggerExit, and rename OnTriggerExit to OnTriggerEnter, then the interior zone behaves as I would expect it to: light level dims and audio mutes down. Exiting the zone makes the lighting and audio go back to normal.

    Not sure if this is just a corner case with interior zones, but I wanted to point it out nonetheless.

    Cheers!
     
  33. Daniel-Talis

    Daniel-Talis

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    Just took advantage of the sale price. Downloaded and created a project. Put the asset into my scene and went through the assigning procedure but all I get is a pink sky on run time. There are errors showing.. Any ideas why? The demo scene has the same pink sky. I have Unity 2017. Watched the setup video on UTube and also imported the program a couple of times as recommended but cant get it to work..
     

    Attached Files:

    Last edited: Nov 22, 2017
  34. Vondox

    Vondox

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    The sunshafts are screenspace only and should be visible once you look into sun. Please check the volumetric lighting settings in "Edit Profile" section. That one will be visible even when you don't look into the sun. Please note that the effect needs shadows to work.
     
  35. Vondox

    Vondox

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    I will upload the update later and hope that it will be released before weekend.
     
  36. Vondox

    Vondox

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    Thanks for your report. I will investigate and check if I can reproduce the issue. Last time i tested it was working correct.
     
  37. Vondox

    Vondox

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    Please check if you are running on DX9. Currently not working but will be fixed in next update. If yes make sure to choose the DX11 api in "Project Settings" -> "Player" settings of Unity.
     
  38. Daniel-Talis

    Daniel-Talis

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    Yep, that got it, thanks.
     
  39. Daniel-Talis

    Daniel-Talis

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    Is it possible to be inside a building and not have the snow and rain falling inside also? My game has buildings that one can enter.
     
  40. KevinCain

    KevinCain

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    Thanks @Vondox for your notes on sun shafts.

    I've turned on shadows and volume lighting, but still don't see the light shafts through the volume clouds.

    Is there perhaps a demo scene available that I could run to check?
     
  41. clagrens

    clagrens

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    Hello? Can you tell me how to reduce the black ring out of the moon?
    QQ截图20171123103736.png

    I read the guide pdf and still don't know how to do.

    And the pdf guide on the website is 1.81 version,is too old! need to update

    I want to make the beautiful galaxy in my project ! Thanks!
     
  42. Vondox

    Vondox

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    You want to setup the particle collisions for small building especially with windows. Please take a look in Prefabs -> WeatherEffects folder. There are all particle system used by enviro.

    https://docs.unity3d.com/Manual/PartSysCollisionModule.html

    For large buildings/underground where you don't need to see if it is raining outside use the interior component and enable the "Weather Effects" mod to stop the particle emissions to save performance.
     
    BackwoodsGaming likes this.
  43. Vondox

    Vondox

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    I just tested that on my side and I think I will create an extra effect for godrays from clouds. There are a few downsides as the clouds are really really big and the volume lighting requires shadows. So you would need to use a very high shadow distance and the weathermap that will be used as shadowcaster is only an assumption of actual clouds shape.

    In my tests I used a very high shadow distance and high max ray length and low extinction.

    Next update will bring a few smaller improvements, but I will add godrays from clouds and improved cloud shadows on my list for a future update.
     
    BackwoodsGaming likes this.
  44. Rowlan

    Rowlan

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    How did you get the milky way in there?
     
  45. Vondox

    Vondox

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    I have added a new option to add an addional galaxy cubemap with own intensity settings. Will be included in 2.0.1.
     
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  46. Rowlan

    Rowlan

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    Awesome. Looking forward to it. By the way, is there some way to create northern lights?
     
  47. Vondox

    Vondox

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    Sorry currently not implemented. Maybe in a future update. ;)
     
    Rowlan likes this.
  48. Daniel-Talis

    Daniel-Talis

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    Thanks, I've read the manual stuff and looked through the weather effects and they appear to have the equivalent of the World Particle Collider module attached so I made a cube with a box collider over my building and the particle settings on 'Light Rain' are set to 'Everything'. I also set the the Collider setting to 'On" but the water still comes through the box and the roof of the house.
    Not sure where to go from here. Could you perhaps post an image of the correct particle settings. I must be missing something.
     
    Last edited: Nov 23, 2017
  49. Ryzir

    Ryzir

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    Hi, I recently bought this asset and I have been trying to play around with it but I kept on getting these errors and for some reason the sky turn pink when I hit play. Also, it looks like whenever I add enviro asset to my scene, my first person camera lost his arm and weapon, i assume this is due to the camera controller? but im not sure how to fix. Please see screenshots. 1.jpg 2.jpg
     
  50. Daniel-Talis

    Daniel-Talis

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    See the post above that I made, the solution to the 'Pink Problem' is to change from DX9 to DX11 in the Unity Player Settings.
     
    Last edited: Nov 23, 2017
    Vondox likes this.