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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. JazZRocK

    JazZRocK

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    Hello :)

    It is possible to create volumetric sea of clouds with Enviro ?
    If yes, how ?
    Because using "Coverage Height" does nothing :s

    Thanks ^^
     
  2. diegosdias

    diegosdias

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    Does Enviro works with Unity 2018.1 and UWP?
     
  3. Vondox

    Vondox

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    I think you would need a custom action for that. I will put this on my list and add such action in next update.
     
    jason07 likes this.
  4. Vondox

    Vondox

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    Thanks for your report. I have it fixed on my side. Please contact me if you need the fix right now. Otherwise it will be included in 2.0.4 update.
     
    DevilCult likes this.
  5. DevilCult

    DevilCult

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    All good i can wait :) Not close to release anything anyway lol thank you!
     
  6. FrozenEmpire

    FrozenEmpire

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    Hi Vondox! Congrats on a really cool asset.. my skies have really taken on a new dimension :)

    Still playing around with the profile and settings and have a few queries for you:

    1) I'm finding it difficult to set the sky to my desired colour, whilst also maintaining the moon at a different desired colour. The colour of the moon seems to be directly affected by the wavelength of the scattering, which in turn seems to be the only way to really modify the sky colour... the result is that the moon is always coloured by the scattering wavelength. So if I set the scattering wavelength to blue, the moon is also blue. What I would like is to set these 2 colours independently.. any hints how to do that ?

    2) How can I access the current ambient light level (for the current time of day) via script ?

    3) With the post processing stack V2 bloom effect applied, the bloom appears even when the sun is below the horizon (similar to that reported by Unity-IBR above).. so I had to disable bloom for the moment... not sure why that is happening

    Thanks again and also top class support!
     
    Last edited: Jun 27, 2018
  7. Vondox

    Vondox

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    Hi, soryy that isn't possible without some modifications. But I planned to extent clouds for flythroughs and such situations in a future update.
     
  8. Vondox

    Vondox

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    Hello, last time I checked UWP was in Unity 2017. I think it should go well. However VR may need some modification but the update should be released soon. I also wil do some tests later.
     
  9. Firlefanz73

    Firlefanz73

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    I already tested both 2018.1 and 2018.2.0b9 and had no Problems with Enviro.
    But I deleted some of Enviro's Surface shaders because I do not need them. I think they threw some warnings.
     
  10. JazZRocK

    JazZRocK

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    Hello !
    Ok thanks you :)
     
  11. Keaneo

    Keaneo

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    Anybody see an issue where it looks like "godrays" from the "directional volume lighting" doesn't match up in each eye on Oculus Rift (i.e. it looks like there are TWO light sources, each with their own origin for the rays)? Getting this in a night-time scene from the moon.
     
    Last edited: Jun 28, 2018
  12. Vondox

    Vondox

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    Hello,

    1.) Should be related that we add the moon image in skybox. So darker parts of the moon get some color from sky. I will investigate and have a look to improve that in future. For now only idea would be brighten up the moon texture from EnviroMoon material.

    2.) As enviro sets the lighting for you, you could use the Unity value. https://docs.unity3d.com/ScriptReference/RenderSettings.html
    But to evaluate gradients and curves you could use following:
    EnviroSky.instance.lightSettings.ambientSkyColor.Evaluate (EnviroSky.instance.GameTime.solarTime);
    EnviroSky.instance.lightSettings.ambientIntensity.Evaluate (EnviroSky.instance.GameTime.solarTime);

    3.) Thanks, I will investigate that issue. Never seen this with v1 stack or other bloom effects.
     
  13. Vondox

    Vondox

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    Hello, which Unity version? I think that issue should be already fixed in 2.0.4. Please feel free to contact me for a early download.
     
  14. emrys90

    emrys90

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    I have caves that go underneath the terrain, and I cannot figure out how to get the lighting setup correctly. The caves are brightly lit like they are outside, even though the terrain I would hope be blocking out the direct light. I'm not too familiar with how lighting works though. Do you know anything I can do to accomplish this?
     
  15. FrozenEmpire

    FrozenEmpire

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    Thanks for the hints... after more playing I found a setting for the scattering wavelength that allows the moon to retain its intended colour as well. But I find it very difficult to tune the scattering wavelength to give the right colour effect.

    Could you explain the relationship between wavelength and sky colour, in combination with the other parameters Mie etc?

    Is it possible to set a base sky colour directly as an alternative?

    Thanks again!
     
  16. Epimolophant

    Epimolophant

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    Hi, is there a way to trigger lightning on demand via script? Thanks.
     
  17. malkere

    malkere

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    Lighting is usually two fold. 1. The direct light from the light source (the sun) 2. The ambient light. Without ambient light shadows become pitch black. For cave interiors you may need to turn down your ambient light. Terrains can also be setup to not cast shadows, just to avoid the calculation if you don't expect anything beneath them. Perhaps that is turned off?
    https://docs.unity3d.com/Manual/terrain-OtherSettings.html
    Caves ceilings are also often one-sided and will let light pass straight through them if you end up turning the terrain off because you've got deep enough, etc.

    Enviro has ambient light settings for each weather prefab that will alter the base day/night ambient settings, btw.
     
    Vondox likes this.
  18. Seith

    Seith

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    Hello @Vondox! I was wondering if this asset plays nice with Hx Volumetric Lighting (https://forum.unity.com/threads/released-hx-volumetric-lighting.420343/).

    I'm asking especially with regard to sun (or moon) rays. In your video they seem to be a post-effect, which can probably be disabled. But I was wondering specifically if the "true" volumetric light beams from Hx were able to take into account the clouds from Enviro. Meaning that they would be correctly blocked by the clouds...
     
  19. emrys90

    emrys90

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    Is anyone familiar with using Enviro with Ultimate Water System? The water ignores the fog upload_2018-7-1_13-36-26.png
     
  20. RendCycle

    RendCycle

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    Using Unity 2018.1 and a fresh test project, I'm also experiencing a similar thing with the Community Ocean Shader. But something has changed to the water when I edited my Project Settings and made sure the following is set: Color Space = Linear and Always Included Shaders has Enviro/Volume Light. I noticed the water becoming a little faded (whiter) than before and so Enviro's fog effect over water must be kicking in (pls. refer to image below). I wonder how would a very good fog over water effect would really look like...



    Another thing I couldn't seem to make work are the Rain splashing over water. They just go through the water plane and straight to the terrain under water. If anyone has ever made a successful solution to that, please let me know. :)
     
    Last edited: Jul 2, 2018
  21. malkere

    malkere

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    Fog over water is caused by the shader queue. If the water is rendered after the fog it overwrites the fog.
    Particle collisions don't tend to work if detection is not set to High in my experience.
     
  22. FrozenEmpire

    FrozenEmpire

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    ...and for that reason 3rd party custom shaders may need adjustment to have the enviro fog effect applied (I’m sure I read that somewhere in the docs or on this forum?)
     
    RendCycle and Vondox like this.
  23. Vondox

    Vondox

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    Yea, the settings for sky are a bit confusing first. The code for atmospheric scattering is quite complex and so the relationship between those settings. Maybe you already noticed but there also is a color gradient to modify the sky/fog with a simple color field but as it mix with the scattering outcome it isn't the base sky color you are looking for. But a good way to finetune.

    Thanks for your feedback!
     
  24. Vondox

    Vondox

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    Hello, sorry in current version not but already implemented in 2.0.4.
     
  25. Vondox

    Vondox

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    Hello, it should work in general, but I think it won't account the clouds as light blockers. But never tested as I don't have that asset.
     
  26. Vondox

    Vondox

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    There should be a option to render depth in UWS, that will fix your fog issue. I think on the uws camera component but not sure.
     
  27. RendCycle

    RendCycle

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    Thanks for the tip! Even if I still haven't solved my problem on the rain splashes, you gave me the idea on how to fix a long time newbie problem of mine about my boat's motor splash particles not looking correctly when it intersects the water. Now it looks better when I changed the Render Mode to Mesh and adjusted some more values. :)
     
  28. emrys90

    emrys90

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    It looks like we already have that option checked, but we don't have any fog on water.
     
  29. lo-94

    lo-94

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    Any update on this bug? Btw do you have an online bugtracker?
     
  30. emrys90

    emrys90

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    So fog started working when we changed the Water Camera render mode from Default Queue to Deferred, but now the quality of the water is horrible. Do you have any ideas how to get it to work with the default mode for UWS?
     
  31. Vondox

    Vondox

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    Hi, I already tested a few things, but could not solve the issue completly yet. So still working on that. No online bugtracker right now.
     
  32. Vondox

    Vondox

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    Sorry
    Sorry, I don't have UWS to check that, but sounds like a bug. We could modify the uws shader to do the fog rendering. Please contact me if you need help.
     
  33. JazZRocK

    JazZRocK

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    Hello :)

    Any info about compatibility of Enviro and Hydroform Ocean System ?

    Because i have 2 issues like @Maximilious :
    1.Ocean only rendered where the terrain is. (Easy to "resolve" with giant low poly plane under the terrains).
    2.The moon shape (dark circle) is visible on the ocean when under the horizon.

    Any tips ?

    Thanks you :)
     
  34. Paratope

    Paratope

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    Hey Vondox, could you possibly share a bunch of alternate profiles?
     
  35. JazZRocK

    JazZRocK

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    Image of the issue: Enviro_Hydroform_RenderIssue.jpg
     
  36. Vondox

    Vondox

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    Hello, please try to raise the render queue of your water material. Maybe also try to create a new layer for the moon. Assign it in EnviroSky -> "Rendering Setup" and remove the new layer from water refections mask. As the moon is included in skybox it still should reflect.
     
  37. JazZRocK

    JazZRocK

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    My bad, sorry for the wasted time...
    Work well :)
    Thanks you !
     
  38. Weendie-Games

    Weendie-Games

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    Hi @Vondox . Is the normal behavior the SkyDome transform be modified while in Play mode? Or i'm missing some configuration variable?

    When i hit play, the skybox is moved and resized,so the child global reflection probe is placed outside my terrain.
     
  39. Vondox

    Vondox

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    Hello, the EnviroSky object will follow your assigned player transform and scale based on your camera viewdistance. Maybe check if you have assigned the correct object that is in scene and not an object that is in your project folder.
     
    Weendie-Games likes this.
  40. Paratope

    Paratope

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    Sorry to bump, but @Vondox, would this be possible?
     
  41. FrozenEmpire

    FrozenEmpire

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    Reporting back on this... upgrading to the latest branch of the PPS V2 has fixed the issues I was having with bloom; it wasn't an Enviro problem... sorry
     
    Vondox likes this.
  42. FrozenEmpire

    FrozenEmpire

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    And on this point, I discovered new settings I hadn't come across in the weather preset!! The sky fog and cumulus strength were affecting the sky colour... reducing those has made a big difference. Now I can config the sky to the right colour much more easily :)
     
  43. RendCycle

    RendCycle

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    Also experienced this issue with Bloom using PPS v2. I had to revert to the old PPS version and planning to just use v2 when it is out of the "Preview" version. Don't know what other issues might crop up next.

    By the way, anybody can give me a tip on how to get the current active weather in Enviro? I've followed the 1.8.1 documentation on scripting and the code below (currentActiveWeatherID) doesn't seem to get recognized by Unity:

    Code (CSharp):
    1. EnviroWeatherPrefab currentWeather = EnviroSky.instance.Weather.currentActiveWeatherID;
    Edit: I figured out the code. It's...
    Code (CSharp):
    1. EnviroSky.instance.GetActiveWeatherID ();
     
    Last edited: Jul 6, 2018
  44. kiteorca

    kiteorca

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    Hi @Vondox ,do you plan to update enviro with support to unity upcoming HDRP? Or even better,is enviro already working with the current preview od HDRP?
     
  45. Vondox

    Vondox

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    Sorry, I missed your post.. :/ Yeah, I will add a few different profiles in next update.
     
    filod and Paratope like this.
  46. Vondox

    Vondox

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    HDRP is planned for a future update. Currently not supported, sorry.
     
  47. Jakub_Machowski

    Jakub_Machowski

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    Hello I have some problem with directional light, it leaks throw walls if I decrease fov of my camera. What I mean, in my game under right mouse button you could zoom image by changing fov from 70 to 30, during that operation direct light start to show in my room, when fov is smaller? Why is like that? How to avoid that?
     
  48. Jakub_Machowski

    Jakub_Machowski

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    upload_2018-7-6_23-1-44.png
    upload_2018-7-6_23-2-11.png

    This more yellow is with fov where direct volume lightining is going throw walls, the problem is that it is poping up sharp way, no smooth transition, of course it should be it here at all, but poping up make it unusable, is there any fix to abvoid that poping up direct light when decreasing fov?
     
  49. MrG

    MrG

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    Unity Preview / Beta releases need to have a big red flashing neon banner that says "Publishers Cannot Support This Version" and make people type their full name in a box to confirm they've read and understand it. :D
     
    filod likes this.
  50. jason07

    jason07

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    Hi,

    I am trying to tint the sky color to a specific value and am able to get close to what I want using the Weather Sky Mod under General Configs in my weather preset, but when doing this I no longer get scattering from the sun. I know I can adjust the alpha value of the Sky Mod color ramp to blend, but I need the alpha for that to be 100% to get a specific color value for the sky. The Scattering parameters have no affect in the profile when doing this though. Is there any way I can have the scattering to work and use 100% alpha value on the Sky Mod? If not, is there any other way to tint the sky? Thanks.