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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. Daniel4

    Daniel4

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    Hey guys. Ive got a question. I'm trying to get Enviro working in Unity 2019.1.3f1 with the HD render pipeline. Following the documentation and even when using a fresh project. The sky is not responding in the way I was hoping. The skybox itself is non present. Is Enviro updated for the HD pipeline?
     
  2. Vondox

    Vondox

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    Okay, I will add that option in next update then. :)
     
    pierre92nicot and gecko like this.
  3. Vondox

    Vondox

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    Hello, sorry hd-srp isn't supported yet. :/
     
    Jesus likes this.
  4. SickaGamer

    SickaGamer

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    2.2 ready yet?
     
  5. george_00

    george_00

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    Hi there,
    I want to use Enviro to make a fantasy sky - black at night, with pink dawn and dusk and a green "day" - which colour gradients do I change and how? There are a lot of them, and I've tried changing them all, but I can't figure out which ones contribute what to the overall result. Nothing I try is working as expected. Could you explain exactly what each gradient controls, and how the overall colours are produced?
    Thanks :)
     
    Last edited: Jun 5, 2019
  6. BrandStone

    BrandStone

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    I am also waiting patiently for the HDRP version. In which version number should we expect it? It’s kind of hard to keep track of the updates in the forum thread.
     
  7. Sam512

    Sam512

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    There is no moon at night. I don't want that northern light sky. How can get the moon back?
     
  8. Jesus

    Jesus

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    Half Life Th- I mean HDRP support confirmed!

    As much as it's gotta suck supporting Normals and LWR and HDRP (would you even bother with LWRP) I think bringing it to HDRP would get you some amazing results.

    Though, with HDRP (LWRP doing this now too?) moving everything light Fog to Volume profiles, that integration could take a while to get working nice and easy. If you need some tips on that, message me. I also left a quick guide to scripting the Volumes in the HDRP feedback thread and the PPv3 thread.

    Enviro Promo HL3 Confirmed.png
     
    Vondox likes this.
  9. Vondox

    Vondox

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    Hello, I just released 2.1.3 with some cool new features. If there are no new bugs found in the next days, 2.2 will be next version, but it isn't ready yet.
     
  10. Vondox

    Vondox

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    Hello, I have quickly tried to create such a sky and will send you my profile. In general you need to tweak the "Wave Length" values and "Scattering Color Tint" gradient. Also maybe tweak the "Sky Color Correction" curves for daker nights.
    If that isn't what you are looking for I also can send you a modfied sky shader that support an extra color gradient.
     
  11. Vondox

    Vondox

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    Hello, could you please check if you have "Render Moon" enabled in your sky settings? Also check if the textures are assigned there.

    upload_2019-6-5_16-59-28.png

    You can disable the northern lights in Enviro Sky Instance -> Feature Controls -> Use Aurora.
     
  12. Vondox

    Vondox

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    Hello, sorry I can't give you a version number for now. Especially as there will be some beta tests required before I will release srp support. I will try to get a first test version to testers next month.

    Also I haven't checked out latest HD-SRP releases yet, but if I am remember correctly there still is no way to render for example enviro clouds without the use of PP whereas we could do this in LW-SRP now and I also think that it would be the better solution to not use PP for enviro effects. But what you guys think?

    @Jesus Haha, great image. :D
     
  13. george_00

    george_00

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    Thanks for this, I'm trying it out now. So are the "Wave length" values actually colour values? I can't find the "sky colour correction" though - where is that?

    Also, I'm getting some flickering on the clouds - they're lit, then the light suddenly goes off - what could be causing that?
     
  14. Necka_

    Necka_

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    Hello,

    First, thank you so much for the dual lighting mode for Sun/Moon, it's so much better for me
    I would like to ask as it's still too mysterious for me
    upload_2019-6-5_20-21-19.png

    That is the moon lighting curve (I changed it a bit)
    How does it work exactly, because I would expect the night to be on the left and day on the right like the other curves. But it's not really that, and I think it's important to understand precisely how it works to fine tune both sun light and moon light properly.

    So what does the time scale from 0 to 1 means and how does it affect the directional light?

    Also bonus question for the Aura2 integration (awesome too, thanks): If I use dual lighting I believe the Aura light component should be added on both sun and moon directional lights? if yes, does the actual weather profile will update both accordingly or does this only change the Aura component on the Camera?
     
  15. Vondox

    Vondox

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    Hello, the moon curve uses the moon altitude in sky. So if moon is at horizon it uses the time value of ~0.5. If underneath and not visible < 0.5 and up in sky > 0.5. It also get multiplicated with 1-solarTime. So when we have both sun and moon visible at noon for example you won't get a lot of contribution from moon lighting here only from sun.

    About Aura2 Integration: The weather presets settings are only modify the global settings of the aura 2 camera component. In EnviroSky Manager you also got a curve to set the AuraLight strength based on sun position in sky.

    But as you mentioned I have done the Aura 2 Integration first and it currently does not use the dual lighting mode. I will add another curve for moon now and add the moon light to the setup too.

    There will be a hotfix for 2.1.3 be released in the next days including this and some other small fixes that we found for now. Should be online on friday.
     
    Necka_ likes this.
  16. Vondox

    Vondox

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    Hello, there are two curves (Sky Luminence and Sky Color Power) in Enviro Sky Instance -> Edit Profile -> "Sky" category. Just after the moon settings there.

    Hm haven't noticed any flickering in clouds. Do you see this in sample scene too? Maybe we have to take a look into your scene.
     
  17. adndima

    adndima

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    as soon as I connect to my scene with "River Auto Material" "Enviro" my screen darkens, but if I turn off the post-process, the problem disappears :(

     
  18. Vondox

    Vondox

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    Hello, please deactivate the "Directly to Camera Target" option in "Post Processing Layer" component on your camera. That option will break legacy image effects that using the OnRenderImage function.
     
    adndima likes this.
  19. Jakub_Machowski

    Jakub_Machowski

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    Hi I have many exceptions about my playmaker actions, I'm a little bit worried cause I'm using a lot of it also I dont know how many times I used that in my code. I didnt say any main code change of enviro. SO I upgraded it. Most of it is about playmaker actions. that I use really a lot.
    upload_2019-6-6_12-23-56.png


    I thought it was ok cause playmode was working without erorrs until I first time builded game, Now I'm unable to work on my project cause that compile errors block every other script in my project
     
  20. Vondox

    Vondox

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    Hi, please re-import the playmaker actions from Enviro - Sky and Weather -> Core -> Scripts -> 3rd Party Integrations -> Playermaker.unitypackage as it looks like that you still using the old ones here.
     
  21. Jakub_Machowski

    Jakub_Machowski

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    Hello I reimported, but I had also some my cutsom actions (I send it to you on PM) I cant fix it cause I no more see that api or similar in documentation, please take a lot at it and let me know

    also one of your new actions have also problem :
    upload_2019-6-6_15-25-2.png
     
  22. Vondox

    Vondox

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    Thanks, I will fix the one that still using old api and include it to 2.1.4.
     
  23. Jakub_Machowski

    Jakub_Machowski

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    I contacted you by PM please send me it here cause For now I cant test compile or do anything with my proejct until I fix all API problems with enviro. Hope you could help. Cause it seems like not every old or simillar functions are now in new API, and cant find in documentation simillar.
     
  24. benthroop

    benthroop

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    I'm seeing profoundly bad performance with Sky lighting, as opposed to Gradient or Flat. It's bumping my frame time from 13ms to 28ms. My guess is that the sky is updating every frame and whatever spherical harmonics or what have you that get created to do the PBR rendering are quite costly. Is this performance to be expected?
     
  25. Vondox

    Vondox

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    Hello, enviro calls the GI update based on game time to update the skybox ambient lighting. It does not call this on every frame only when it is required. As enviro just calls an Unity function, I don't know a way to make this process faster from enviros side besides to call it only when it is really required.
     
  26. mgmhunt

    mgmhunt

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    Hi. I'm finding the Height fog effect a little hard to control - The gradient from ground to top (ie full strength to no fog) seems to be affected/controlled by Height Fog Intensity (Manager) * Height Fog Density (Weather)?

    I seem to be unable to create the 'perfect' desired effect which is being in the height fog (clouds) while still being able to see out of it across to the horizon. If the height fog extends above camera height, the density increases with distance, creating a harsh line in the distance where the fog height is.

    The top image shows the harsh line in the right, but the left where it's surrounding the mountain is the look I'm after (ie fog 'hugging' a mountain.



    This image shows the Intensity reduced, but the foreground effect on left is gone and the fog is much further down the mountain (which results in a nicer distance effect)



    Would like the top picture effect on close objects, but the bottom picture effect on distance objects ie (a Photoshop mockup below - I can't achieve this effect yet)



    Would I need to do this with layers or different passes somehow? multiple cameras....? how would Enviro be controlled for different settings...?

    -------------------

    2) I also really like the effect of increasing the height above the camera, resulting in the effect of being in a dust cloud/fog cloud on top of mountain... but it blocks out the distance view/skybox completely (due to compounding over distance...play mode only though....?).

    It would be great if could have fog surrounding camera but still see out of it into distance (ie hazy, brief clear periods can see distance etc). With the height above camera and intensity high you get the 'inside a cloud' feel but no distance view.... on Play! In Editor it kind of looks ok....



    Note foreground Noise has a nice gradient on bottom right/foreground. But in background the noise appears to harsh.

    But on Play this setting (ie very high Height Fog, above camera) the fog now blocks the view. ie different from Editor view (above shot)... any idea why?



    An effect like below would be ideal. Close fog with gaps in fog, plus the distance coming through holes (ie inside moving clouds).



    Maybe this could be done with Particle Billboard clouds somehow...?

    ------

    3) Another more technical issue I'm finding is a seam that is running across with height fog. This might be due to low scaling? Noise Scale of 0.0001 which is necessary due to the scale of the terrain, to create those pockets of no fog/cloud at an 'appropriate' scale to landscape....

    edit - after changing scale the seam still appears, maybe worse?





    Note this seam is moving across the landscape.

    ----

    4) Also could you explain Sky Fog, as I don't fully understand it. I figuring it affects Skybox only - distance fog on horizon? and what do the Start, Height values relate to - as they are small numbers... Is this linked to all the other fog settings ie density.

    ----

    5) Please explain good settings for Mie and G for Fog Scattering... I have no idea what these mean and Wikipedia is too technical for just a 'give me some good numbers question'... ie what's a 'natural' value for these numbers? G doesn't seem to do anything, while Mie can give very artificial results if pushed to extremes but basically doesn't seem to do much at all...?
    ----
    6) Manual sun (and satellites, moon etc) placement. How do I just position the Directional Light and sun where I want it? I have got it to where I want it be playing around with time of day etc and also rotating the Enviro Sky manager itself, which rotates the Sunbeam/Sun effect. When I'm not interested in sky scattering features - be nice if I could just turn off the sky effects... I want to use the Sun and Sunbeam effect though. Have got this working and turned off all time simulation, but it was a bit difficult for a simple, ' I want the sun placed here in the sky' situation.

    ----
    Just looking for some tips/hints etc as manual is a little light on the details. If Enviro can't really do all these effects combined, then that's fine I'll go a bit simpler.
     
    Last edited: Jun 7, 2019
  27. Vondox

    Vondox

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    Hello,

    1.) and 2.)

    I think we need to modify the fog shader to get your results here. Already done soem testing and got some ideas that we can try to achieve your target here. Maybe we can connect in skype or discord to work together and etst my ideas in your scene.

    About the difference in heigth fog rendering in editor and play mode: Currently height fog will not be applied in editor because of some strange artifacts. In play mode it will be applied on sky too. If you prefer the editor style we can easily change that in shader then.

    About the harsh distance noise:
    I would try to reduce the "Heigth Fog Density" in weather preset and also reduce the "Fog Noise Offset" in Manager. That should give you smoother results. Something that also helps with creating an convincing fog effect is using the "Distance Blur" to slightly blur the distance like you would see in real world on foggy days.

    3.) About the seams we see in your screenshot:
    I was not able to reproduce those in my test scene. Maybe I need your profile and weather preset to get an idea what is happening here.

    4.) Sky Fog should help yout to get some nicer looking transition from your maybe fully fogged scene and non fogged skybox with the options to still see some clouds or sky in certain high. "Sky Fog Start" will modify the start height of the sky fog gradient. Where as the "Sky Fog Height" will modify the density based on the height. So set this to zero will make whole sky fogged out. Increasing the value will make your top sky non fogged to see clouds for example. Nothing physical correctly here, it's just an additional artistic control for you.

    5.) I added those two additional controls as we are use the pretty much same scattering calculation for sky and scene fog. But as we don't want the bright sun highlight that we may see in sky on your mountains that in fog we can control those areas for fog. You can try that by setting your sun behind a mountain and increase the "Mie" you will see a bight spot from sun scattering here that looks bad of course. In short keep "Mie" at "0".

    6.) Yeah, enviro currently does not support the free movement of sun. But I will add this to my feature list for upcoming updates.

    I hope that already helped you a bit. Please contact me in a private message with your skype or discord username and we can have a look to modify the fog rendering for your project.
     
  28. N1warhead

    N1warhead

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    @Vondox
    I'm not sure if this has been answered anywhere, but I can see rain in Scene View, but in Game View I can't see it. Is there a solution for this? Also I've noticed in the scene view that every type of rain goes like 75 degrees sideways as if there was massive wind blowing constantly.
     
  29. Vondox

    Vondox

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    Hello, I would first check if you have any other wind zones in your scene, as the particle effects get affected by wind zones. You also can decrease the wind effect in the enviro particle effects -> "External Forces" -> "Multiplier". But I already reduced those in one of the last updates, if you don't use latest you maybe also want to update enviro.
     
  30. Satsukeshi

    Satsukeshi

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    Hi, I'm having a number of errors in Unity 2019.1.5f1. This is all in a fresh scene.

    1) Upon 'Create Standard Instance',

    Code (csharp):
    1.  
    2. ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
    3. Parameter name: index
    4. System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
    5. System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
    6. System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
    7. EnviroSky.OnEnable () (at Assets/Enviro - Sky and Weather/Enviro Standard/Scripts/EnviroSky.cs:141)
    8. UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion)
    9. EnviroSkyMgr:CreateEnviroHDInstance() (at Assets/Enviro - Sky and Weather/Core/Scripts/EnviroSkyMgr.cs:251)
    10. EnviroSkyMgrEditor:OnInspectorGUI() (at Assets/Enviro - Sky and Weather/Core/Scripts/Editor/EnviroSkyMgrEditor.cs:117)
    11. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
    12.  

    2) Upon Standard Instance 'Activate',

    Code (csharp):
    1.  
    2. ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
    3. Parameter name: index
    4. System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
    5. System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
    6. System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
    7. EnviroSky.OnEnable () (at Assets/Enviro - Sky and Weather/Enviro Standard/Scripts/EnviroSky.cs:141)
    8. UnityEngine.GameObject:SetActive(Boolean)
    9. EnviroSkyMgr:ActivateHDInstance() (at Assets/Enviro - Sky and Weather/Core/Scripts/EnviroSkyMgr.cs:131)
    10. EnviroSkyMgrEditor:OnInspectorGUI() (at Assets/Enviro - Sky and Weather/Core/Scripts/Editor/EnviroSkyMgrEditor.cs:182)
    11. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
    12.  

    Code (csharp):
    1.  
    2. NullReferenceException
    3. EnviroSky.Activate () (at Assets/Enviro - Sky and Weather/Enviro Standard/Scripts/EnviroSky.cs:1460)
    4. EnviroSkyMgr.ActivateHDInstance () (at Assets/Enviro - Sky and Weather/Core/Scripts/EnviroSkyMgr.cs:132)
    5. EnviroSkyMgrEditor.OnInspectorGUI () (at Assets/Enviro - Sky and Weather/Core/Scripts/Editor/EnviroSkyMgrEditor.cs:182)
    6. UnityEditor.UIElements.InspectorElement+<CreateIMGUIInspectorFromEditor>c__AnonStorey1.<>m__0 () (at C:/buildslave/unity/build/Editor/Mono/Inspector/InspectorElement.cs:445)
    7. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
    8.  

    It also states:
    No profile applied! Please create and assign a profile.
    UnityEngine.Debug:Log(Object)
    EnviroSky:Update() (at Assets/Enviro - Sky and Weather/Enviro Standard/Scripts/EnviroSky.cs:671)

    And throws many errors if I click on the child object 'EnviroSky Standard' and ends up looking like this in the inspector.

    https://imgur.com/a/fnS9IXF


    3) When I go in to activate support for Aura 2, when I check the box, it causes more errors, such as:

    Code (csharp):
    1.  
    2. NullReferenceException: Object reference not set to an instance of an object
    3. EnviroSkyMgr.get_Components () (at Assets/Enviro - Sky and Weather/Core/Scripts/EnviroSkyMgr.cs:378)
    4. EnviroSkyMgrEditor.OnInspectorGUI () (at Assets/Enviro - Sky and Weather/Core/Scripts/Editor/EnviroSkyMgrEditor.cs:467)
    5. UnityEditor.UIElements.InspectorElement+<CreateIMGUIInspectorFromEditor>c__AnonStorey1.<>m__0 () (at C:/buildslave/unity/build/Editor/Mono/Inspector/InspectorElement.cs:445)
    6. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
    7.  

    And causes the Enviro Sky Manager GameObject inspector to bug out as follows:

    https://imgur.com/a/kGQXyeB

    Odd thing is that any other 3rd Party Integration option I have doesn't throw any errors.


    Thanks for the time!
     
  31. dan_wipf

    dan_wipf

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  32. Vondox

    Vondox

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    Hello, uff that all looks like that something gone wrong on import... Can you please try to delete whole enviro folder, maybe even redownload enviro from asset store and import again?
     
  33. Vondox

    Vondox

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    dan_wipf likes this.
  34. dan_wipf

    dan_wipf

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    thanks for the quick answer :)
     
  35. N1warhead

    N1warhead

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    Just got the update setup and running. Well it did fix the slanted rain according to my scenes scene view.
    But - i still can't see the rain inside the gameview. I have no idea what's effecting it.

    In the Demo scene before updating it works fine.(both game and scene view)
    However - in the updated demo scene - both the game view and scene view are completely black. Thus can't see a single thing except some blue box whatever that is - and only just so happen to notice it because I held right click and used WASD to move camera around.

    However, one of my scenes - even if I turn off every single asset but the terrain - it still doesn't show it.
    Which makes me believe it's a camera related issue. One of which I simply don't understand. I've even copy pasted the same exact stuff from the demo scene camera to my camera to no avail.

    Well there is one exception to where I can somewhat very slightly see it,
    if I look at my Aquas Lite water prefab - I can just somewhat barely visible at all see it and only see it if I'm really looking for it straining my eyes.
     
  36. Vondox

    Vondox

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    Hello, please check if you have the "Directly To Camera Target" option enabled in "Post Processing Layer" component on main camera in demo scene. Deactivate that one and it should render normal again.

    About your not visible rain. Can you please check if the rain is following your player? Also please try to assign your camera as "Player" in Enviro Sky Instance -> "Player and Camera Setup". If those also not help we also can start a screenshare.
     
  37. Satsukeshi

    Satsukeshi

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    Woo! Thanks! All I had to do was delete the asset and re-download it. Thank you!
     
    Vondox likes this.
  38. N1warhead

    N1warhead

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    I noticed a couple of more things after updating.

    1 - The clouds don't appear to ever move after updating, it seems like a noise texture is just moving across them breaking the edges up, but the clouds don't appear to ever move in the sky. I could have sworn they used to move before updating.


    2 - The sun and clouds are now exceptionally bright (not sure if this is intended or not), I just know it didn't happen in previous version.

    Here is a youtube video show both issues.
     
  39. daniozi117

    daniozi117

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    I am using old version of yours 1.0. and building in IOS device now the issue is : sky is totally black instead of showing any skybox. Now tell me if I update the your package the issue is resolved ? My project is very old and don't want to disturb anything.
     
  40. SoloHonk75

    SoloHonk75

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    Mar 27, 2016
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    Hi. Is there currently or in future any possibility too see a different weather that is far away?
    Example: When the weather is fine, I am standing on the beach and see a storm 5 km away.
    Or is there a trick here, for example with more than one camera?
     
  41. Vondox

    Vondox

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    Hello,

    To get your clouds moving you just need to increase the "Weather Anim Speed Scale" in "EnviroSky Instance" -> "Edit Profile" -> "Clouds" category.

    upload_2019-6-10_15-14-9.png

    About your very bright clouds and sun. Looks like that you don't use any tonemapping in your scene right now. For best visual quality I would use the Unity Post Processing 2 package. Use the ACES Tonemapper in "Color Grading" component for example. But you also can use the enviro tonemapping that is deactivated by default. Please check the clouds category again:

    upload_2019-6-10_15-18-18.png

    You also can make clouds darker on a global scale here with the Light Intensity curve. Move the right two points lower to have not so bright clouds on days. Also in the weather presets you can tweak the "Light Intensity" for each weather preset.

    For skybox you have to disable HDR setting in that will tonemap the skybox. But again I would always use the PPv2 to get best visual quality.
     
  42. Vondox

    Vondox

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    2,406
    Hello, do you still use the very old mobile version of enviro? So updating it to the latest lite version will fix your issue, but you should take you some time to update, as it is a completly different system. Please make sure to delete old enviro before importing, also cleanup your scenes from all enviro related objects and read the documentation that is included in Enviro - Sky and Weather folder to setup new version as it changed.

    If you don't want to update you also can send me your Atmosphere shader and I can have a look if I can fix it. (Sorry, I don't have the 1.0 mobile version around anymore.). :D
     
  43. Vondox

    Vondox

    Joined:
    Jun 3, 2013
    Posts:
    2,406
    Hi, sorry that is something that won't be added in next time. It may be possible with some restrictions, for example scene lighting will be always for complete scene. I will have a look to add this at some point in future, but nothing that will be added soon.
     
  44. SoloHonk75

    SoloHonk75

    Joined:
    Mar 27, 2016
    Posts:
    29
    Thank you for your prompt reply. I will try to find a solution myself. If it works, I'll contact you.
     
  45. cfunk712

    cfunk712

    Joined:
    Oct 16, 2018
    Posts:
    2
    Can you give me a step by step instructions on how and where to add the CTS integration. I followed some instructions you posts way back in version 2017 and now it didn't work. I kept getting errors.
     
  46. mgmhunt

    mgmhunt

    Joined:
    Apr 1, 2013
    Posts:
    60
    Thanks for your thoughts.

    1+2) What tweaks to shader do you think are worth trying (ie where to look... I'll have a look through EnviroFogCore)?

    Don't think I need one-on-one help at the mo :) Not that urgent or anything but if I decide I -need- to solve this then yea I'll take up the offer :) I think the main thing I'd like to get, is the height fog effect working in the background (it is at the moment), but also nicely wrapping around the foreground objects. (After adjusting all the other suggested things, scale, offset, colour etc etc.... I've found I can almost get a nice effect by adjusting just the start and end for linear distance ....

    0 start, 1000 end gives nice background



    0 start, 10 end gives nice foreground, but bad background



    So PHOTOSHOP mockup of total effect.



    So a change to the distance control would be good... maybe this could be controlled with a curve or blend, like the other effects... ie curve affects the height fog settings over distance? Or some noise over the distance ... or both.

    ----

    Randomly I got an interesting effect by invert the distance numbers, 1000 Start, -250 End for example, the fog comes down from the sky which creates a nice effect, like clouds are coming down from sky, ie rain etc...



    and then -250 start, 1000 End makes fog go up from valley....


    Maybe this is something that can be used (control Height fog from ground/valley AND control from sky downwards... would get close to that misty effect that overhanging clouds have on mountains)


    ------

    There seems to be some Z-fighting for height fog too and the 0 level... terrain with height fog - note pixels



    and shifting terrain up to 0.02



    so perhaps Height needs to be calculated with an offset? Would prefer terrain at 0.


    For the editor vs playmode display, could you add a warning to settings - ie these settings will only take effect in Play Mode/Build? Also I think generally the tooltips etc need more detail, as the settings are so inter-linked. Or a nice diagram in docs with the shader interactions would be nice - performance effects really important too as it's taking a huge chunk of frames at the mo. So I'll probably have to tone it right back, but want to get to an 'ideal' first.. then would be good to know what to turn off for most regained frames etc).

    EDIT - I read some notes on the Asset store about volumetric clouds being able to be flown through as an upcoming feature. Perhaps this is a better approach if that's coming down the line...

    -----

    3) I've changed the distance noise offset etc but the scale has to be very low to work well on the terrain? it's currently 0.0004... which seems silly in relation to slider. (offset is .465 and intensity 0.375). Also this value seems inverted to my logic, small number make the noise larger, larger numbers make it smaller? Looks good though... (foreground terrain is 1km.. distance are some fake meshes). Maybe the seam comes from this tiny number... I tried changing scale but it didn't change seam... but then something refreshed and it disappeared... I'll try to narrow this one down.

    4) I've found the alpha colour setting and locations on the blend have affected the Fog (via Weather preset), so this has enabled some more subtlety of control... but now there are at at least 3 settings that are affecting the fog... or more! . Still not sure how all the settings interact. The Sky Fog numbers still don't make much sense to me (ie I can get 0 effect with Intensity 0, but then full effect with intensity 0.0001...obviously being driven by something else... but what...)

    5) What's a good G number? I also find Scattering Intensity and Sundisk Intensity don't do much(anything) either... is it only for clouds? no tooltips for anything... :)

    6) Will/does Enviro support LWRP or HDRP?
     
    Last edited: Jun 11, 2019
  47. Vondox

    Vondox

    Joined:
    Jun 3, 2013
    Posts:
    2,406
    Hello again :)

    I think we really should consider to jump into skype or discord for better communication and save us both some time. ;)

    So I try to keep this short.

    Do you already tried to reduce the "Maximum Fog Intensity" in your enviro sky fog settings. That one should help to get your distant fog not so thick, but your foreground fog beeing untouched.

    I think it is related to low resolution volumetric lighting. Please try to increase the resolution in volumetric lighting category.

    Thanks for the feedback. I will have a look and add some more information about those settings in one of the next updates. :)

    Yeah, I will change the range of the noise scale in next update, you are right those higher numbers are not needed. I also got those seam now with some setting combination. I will have a look into this and may need to update the texture. Thanks for your report!

    Ah okay, I will limit the lowest possible sky fog height to something higher that "0". Then the sky fog intensity setting should work as it should. You can test if you set "Sky Fog Height" to 0.001 for example, it should work again. Thanks for the report!

    Please try to use Mie = "5" and G = "0". Those are the default settings and working very well I think. "Scattering Intensity" will make the fog more bright from sun light and is working like it should in my tests. "Sundisk Intensity" needs to be removed from interface as it isn't needed anymore and got removed in an update. Just forgot to remove it... :/

    Yeah, enviro will get and upgrade that will support SRP. I hope to start the beta testing for this one in the next weeks.
     
  48. benthroop

    benthroop

    Joined:
    Jan 5, 2007
    Posts:
    259
    HI @Vondox

    Running into this issue with the new version. I haven't seen this error before. _material is coming up null on a Volume Light. I've done some debugging but it's not obvious how it's happening.

    upload_2019-6-11_11-14-32.png

    When I make sure that _material is created with a little block above the error up there, then _light ends up null further up the OnPreRender chain. Any idea what's going on? This is a new bug.

    One clue is that I removed the Enviro Volume Light component from all lights in the scene but this was still firing. Seems like some destroyed components or objects are being kept around. Happy to talk on Skype or email to sort this.
     
  49. Vondox

    Vondox

    Joined:
    Jun 3, 2013
    Posts:
    2,406
    Hello, hm what errors do you get? The usage is quite simple. First add the CTS Weather Manager from CTS context menu. Then add the Enviro CTS Integration to the CTS Weather Manager object and choose what should be synced.
     
  50. Vondox

    Vondox

    Joined:
    Jun 3, 2013
    Posts:
    2,406
    Hello, hmm that is strange, haven't seen this one. Yeah, please send me private message with your skype user and I will add you.