Search Unity

[RELEASED] UniStorm 4.0 - AAA Procedural Volumetric Clouds, Weather, Sky, Cloud Shadows, & More!

Discussion in 'Assets and Asset Store' started by BHS, Jan 27, 2012.

  1. BHS

    BHS

    Joined:
    Dec 21, 2009
    Posts:
    4,090
    UniStorm 4.0 Logo.png
    UniStorm fully supports Unity 2017+, Unity 2018+, and Unity 2019+!

    NEW - Upcoming UniStorm 4.2 - Atmospheric Fog, Atmospheric Scattering, and Skybox Blending

    For more information regarding version 4.2, see my post here: https://forum.unity.com/threads/rel...oud-shadows-more.121021/page-111#post-5358006

    What is UniStorm?
    The newly rewritten and redesigned UniStorm 4.0 is the ultimate solution for AAA dynamic skies, weather, cloud shadows, and procedural volumetric clouds. UniStorm features over 100 customizable options to help bring environments to life. Even the clouds' appearance can be customized. UniStorm's 1,000's of customers' invaluable feedback have helped make UniStorm user friendly and easy to use which help offers a low learning curve. UniStorm is incredibly powerful and gives you options to adjust every component in the sky. You are only limited to your imagination!

    Demo | Buy | Documentation | UniStorm API

    AAA Volumetric Clouds
    UniStorm 4.0 brings the addition of a completely redesigned cloud system capable of creating AAA procedural, self-shadowing, PBR, volumetric clouds at a great frame rate and only using just one draw call! UniStorm’s clouds use the latest shading and performance techniques such as Temporal Reprojection and LODs. UniStorm’s clouds feature 4 quality settings and a volumetric and 2D option all capable of being changed at runtime or within the UniStorm Editor. This makes it possible to support many devices and computers. Easy to use API makes adding in-game quality control simple and painless. An example to do this is also included.

    This time-lapse shows a fluffy cloud style, however, with UniStorm's Cloud Profiles, clouds can be customized in appearance to be more crisp, stylized, or even more fluffy!


    Cloud Shadows
    UniStorm 4.0 features efficient real-time screen space cloud shadows that match the current cloud cover and cloud formations for added realism and visual quality.

    4k Resolution Stars with Accurate Constellations
    UniStorm's night skies include 4k stars with accurate constellations. Options are available within the editor to control the intensities of the constellations.





    Performance
    UniStorm's volumetric clouds feature Temporal Reprojection and LODs with 4 quality settings (Low, Medium, High, and Ultra) each properly calculated to be far more efficient than the previous setting. This allows UniStorm to be able to run smoothly on nearly any computer. No max Camera Far Clipping Plane distance is required thanks to UniStorm's shaders so any distance can be used.

    Built-in Lightweight Option
    Why pay extra for something that should be included? UniStorm has a built-in lightweight 2D cloud options perfect for low end mobile devices or computers. Users can select the Mobile option from within the editor that will automatically apply all optimal settings without overwriting custom settings such as colors.

    Easy to Setup
    Setting up UniStorm takes seconds! Just assign your player tag and camera tag to UniStorm and that's it!

    Dynamic Modular Weather
    Modular Weather allows users to create custom weather types. Sand storms, auroras, hail storms, thunderstorms, etc are all possible. There are no limits to how many weather types UniStorm can use, and best of all, they allow users to use their own custom particle effects, settings, and sounds for each weather type.
    WeatherType.png

    25 Included Weather Types
    UniStorm comes with 25 weather types each with unique settings, particle effects, and sounds. However, you are not limited to just these. Nearly any weather type can be created.
    • Blowing Leaves
    • Blowing Snow
    • Blowing Grass/Pine Needles
    • Blowing Pollen
    • Lightning Bugs
    • Clear
    • Mostly Clear
    • Partly Cloudy
    • Mostly Cloudy
    • Cloudy
    • Overcast
    • Foggy
    • Drizzle
    • Light Rain
    • Rain
    • Heavy Rain
    • Hail
    • Thunderstorm
    • Light Snow
    • Snow
    • Heavy Snow
    • Thunder Snow
    • Fire Rain
    • Firestorm
    • Dust Storm

    Cloud Profiles
    UniStorm features customizable cloud profiles that each weather type can use. This allows you to customize the clouds' appearance to give tons of variety to every weather type. With UniStorm’s cloud profiles, users are sure to find the perfect cloud style to suit their project. Clear, Fluffy, Soft, Balanced, and Stylized Cloud Profiles are included. However, you're free to create your own!

    VR & Mobile Ready
    UniStorm's all in one system also supports mobile and VR. There's even an easy to use option that will automatically apply all of the optimal settings for the targeted platform while keeping users' custom settings!

    Advanced Weather Generation
    UniStorm generates weather based on the precipitation odds set from within the UniStorm Editor. The easy to use line graph allows users to set the odds for precipitation weather types for each month and UniStorm will generate weather accordingly. Summer can have less precipitation than Winter and vise versa. UniStorm has options to generate daily weather with a randomly generated start hour and hourly weather that's generated every in-game hour all based off the precipitation odds. If users don't want generated weather, there's an option to have static weather too.

    Weather and Weather Transitions
    UniStorm allows users to create an endless amount of weather types that UniStorm will use. Each time the weather is changed, UniStorm will seamlessly transition it according to the global transition speed. Each weather type can be customized with its own cloud cover, cloud style, cloud height, particle effects, sun intensity, moon intensity, cloud shadow intensity, sound effects, wind amount, and various other settings allowing for truly unique and customizable weather.
    CloudOptions.png

    Global Weather Shading
    UniStorm's PBR Global Weather Shader allows objects to receive rain and snow shading during rainy and snowy weather types. Rain shading allows surfaces to get shinier, but only on surfaces no greater than 90 degrees. The inside of most surfaces will appear dry, such as inside buildings and roofs. Snow, will function the same, but with accumulative snow shading. The snow texture, snow bump texture, and snow specular level can all be customized. When the weather is not raining or snowing, UniStorm will fade out the weather shading.
    Snow3.png

    Procedural Lightning & Lightning Strikes
    UniStorm’s Procedural Lightning system allows objects to be struck by lightning. Users can define the odds lightning has to strike the ground and objects. When a lightning strike happens, users are able to customize what effect is created. A fire effect can even happen with the appropriate tag.

    Proper Season Calculation
    UniStorm's seasons will properly calculate the season down to the day and allow users to choose either Northern or Southern Hemisphere.

    Day/Night Cycle & Colors Control
    UniStorm allows you to adjust all colors of the environment and sky for each time of day such as the sun and moon colors, ambient light colors, shadow and cloud shadow intensities, fog colors, sky colors, environment reflection intensities, and more! Each color also has its own individual color options for precipitation weather types.

    Time, Date, & Built-in Calendar
    UniStorm has a built-in time and date system that can help keep track of a player's in-game time. UniStorm's calendar is accurate and even the current time and date can be used.

    Weather Type Conditions
    Optional Weather Type Conditions make weather types have to reach certain conditions for them to be generated from UniStorm's weather generator. These include conditions such as seasons and temperature as well as the ability to only have certain weather types be called from custom events or programmatically.

    Customizable Moon Phase System
    UniStorm's customizable moon phase system allows users to build their own moon phases. There are no caps to the amount of moon phases UniStorm can use. Users can preview their moon phases , and set the starting moon phase, right from within the UniStorm editor. UniStorm automatically assigns all needed textures and updates the moon phase daily. Each moon phase also has their own moonlight intensity. This allows the new moon and crescent moon phases to give off less light than that of a full moon, if desired.
    CelestialOptions.png

    UniStorm Profiles
    Import and export your UniStorm settings to and from a UniStorm Profile. This allows users save their settings and use them elsewhere by simply importing the UniStorm Profile. Exporting a UniStorm Profile can also be used during runtime so users can adjust their settings in real-time and export the result to be imported later. UniStorm Profiles can be shared with other users offering an even greater range of lighting techniques and styles. More UniStorm Profiles will be added with each update.

    Time of Day Sounds and Music
    UniStorm allows users to customize the sound effects and/or music that will play for each time of day. The amount of delay in between each sound effect and song can be customized. There's no limits to the amount that can be

    Sound Manager
    UniStorm's Sound Manager handles all of your UniStorm created sounds using a generated Unity Audio Mixer. This gives you precise control over the Master, Ambience, Weather, and Music volumes which can be usable with user built UI or can be controlled within the UniStorm Editor.

    Built-in Events
    UniStorm's built-in events can get called every in-game hour, day, month, year, and even during a weather change allowing users to easily create added functionality for their games.

    Included Examples
    UniStorm includes 9 example scenes all demonstrating different functionality you can do with UniStorm. A save example system is also included that allows users to save their in-game time, date, weather, temperature, and more with both a manual and auto-save option. This data can then be loaded so users can pick up right where they left off.

    The Editor
    UniStorm’s editor's design has been heavy influenced by the feedback from its many users to be intuitive, powerful, and offer a low learning curve. UniStorm’s editor is self-documented so every component is explained right from within the editor.

    Editor Tooltips
    UniStorm's editor has tooltips for every variable and setting allowing for quick and easy information all while keeping the editor simplistic.

    API & Documentation
    UniStorm offers API to help with additional game mechanics and features such as accessing the temperature, time, date, current weather, forecasted weather, season, and more. Tutorial videos and external documentation are included to help users get the most out of UniStorm.

    Large and Endless Terrain Support
    UniStorm supports both large and endless terrains. An option to enable this is available right from within the UniStorm Editor.

    CTS Weather Manager Support
    UniStorm includes an external system to transition CTS's weather shader for when it rains or snows allowing your terrain to be shaded with snow accumulation and wetness. The shading will then fade out with non-precipitation weather types.

    Support for 3rd party assets such as CTS, AQUAS, MegaSplat, MicroSplat, and more will be coming very soon.
     
    Last edited: Jan 10, 2020
  2. TouchSoft

    TouchSoft

    Joined:
    Oct 18, 2008
    Posts:
    218
    Looks nice! .. how well does it work on mobile?
     
  3. petero181

    petero181

    Joined:
    Feb 23, 2011
    Posts:
    104
    is this for pro only ? ... sorry, just read below that this do not require pro ...
     
    Last edited: Jan 27, 2012
  4. BHS

    BHS

    Joined:
    Dec 21, 2009
    Posts:
    4,090
    @TouchSoft Thanks, well my tests show that the system with rain and 3 layers of clouds the draw calls are at 4 even with lighting strikes it doesn't go above. It's one draw call per cloud layer so you if you use one or two it would keep it at 2 or 3 draw calls. So yes, it should be fine on mobile though I have not tried it on the device myself, tests show it should.
     
    Last edited: Jan 27, 2012
  5. imtrobin

    imtrobin

    Joined:
    Nov 30, 2009
    Posts:
    1,545
    The lightning flash would look better if it fades in and out a little, currently it just toggles on and off
     
  6. siflandolly

    siflandolly

    Joined:
    May 17, 2011
    Posts:
    141
    Just purchased. Very very cool :) I like how you made the prefab contain the clouds. Very easy to use.
     
  7. BHS

    BHS

    Joined:
    Dec 21, 2009
    Posts:
    4,090
    @imtrobin It's something I will add in an update. I will always be improving the system with suggestions and improvements.

    @siflandolly Thanks, I'm glad you like it, I wanted to make it as easy as possible. I made a quick updated that got accepted already, I wanted to include the Stormy Ocean Demo so make sure you get it. Sorry it was so soon, but I feel it's an important addition. And try to rate it nicely if you like it :)
     
  8. siflandolly

    siflandolly

    Joined:
    May 17, 2011
    Posts:
    141
    Just curious, but what does the stormy ocean showcase? Is it showing how the lightening looks over water? It looks good but I am curious what it is showcasing.
     
  9. BHS

    BHS

    Joined:
    Dec 21, 2009
    Posts:
    4,090
    @siflandolly It showcases a variety of things, it shows the way the lightning and clouds look over water, the way the light affects the clouds, the movable camera shows the 3d sound effects (where if the lightning strikes behind you it sounds like it), the delayed thunder sounds and the randomness of them, and the believability in a more realistic scene rather than just showing it flash over some objects. The other demo was demonstrating the shadows and it was the first test. Hope this answered your question.
     
    Last edited: Jan 27, 2012
  10. siflandolly

    siflandolly

    Joined:
    May 17, 2011
    Posts:
    141
    Yes thanks. I liked it, but didn't know the individual things to take from it. That helped a lot.
     
  11. BHS

    BHS

    Joined:
    Dec 21, 2009
    Posts:
    4,090
    @siflandolly Your welcome, let me know if you have anymore questions.
     
  12. BHS

    BHS

    Joined:
    Dec 21, 2009
    Posts:
    4,090
    Hard at work with v1.2!

    Please if you have any suggestions to make the system better or if you have ideas we'd love to hear them and we'll try to add them to 1.2v. Just drop a comment.

    Remember to get UniStorm early because the price will go up as the system gets more advanced.


    So far UniStorm v1.2 has:
    * EVERYTHING is randomized based off your input each lightning strike will never be the same.

    * The Y axis rotation is randomized based off minimum and maximum input; every lightning strike is different so the strike will always surprise you.

    * The X and Z axis have a minimum and maximum with a lock so you control the exact angle you want the light to hit, these numbers can also be randomized for a truly different strike every time.

    * Randomized lightning colors based on user's color choices.

    * Minimum and maximum intensity randomized based on your input.

    * Particle cloud system to work with outer cloud layer system.

    * Easy to use Gizmo system for the editor so you know where your perimeters are and the directions the lightning will strike.

    * Updated rain system

    * And much much more to come..


    Thanks everyone for your purchases and suggestions, we hope you all enjoy UniStorm!
     
    Last edited: Jan 29, 2012
  13. tripknotix

    tripknotix

    Joined:
    Apr 21, 2011
    Posts:
    738
    hey so i just bought the script, it looks great on the free version, best ive seen so far, the only thing is in the free version, if you have "edge blend" turned on by default for the water, then the water becomes invisible, even in the editor. in the free version. i suggest you turn that off by default and just leave it as an option.
     
  14. tripknotix

    tripknotix

    Joined:
    Apr 21, 2011
    Posts:
    738
    Also i just tested it with the Flash export, the Reflections don't work, and neither does the displacement of the water, so it looks like flat water animated.

    I think in the angry bots demo they used fake box reflections for the flash export while allowing the webplayer export to have full reflections. also they used particle water droplet effects when the rain hits the floor. so im guessing displacement wont work in flash for awhile, just particle effects.
     
  15. BHS

    BHS

    Joined:
    Dec 21, 2009
    Posts:
    4,090
    @tripknotix Thanks happy to hear you like it, a nice rating would do wonders for UniStorm. That's weird we weren't aware of that, thanks we'll fix it. Simple fix could be we'll just have an Indie scene and a pro scene which will solve the issue. We'll do similar to what the angry bots did for the water in the indie scene and keep the pro features in the pro scene. Yes, flash has been know to have issues but we haven't tested it yet, thanks for the heads up. Using the indie scene we will include in the 1.2v update will fix this and the vertex lit problem. The rain system is being redone with 1.2v and will have splashes and also collisions so it won't go through things.
     
    Last edited: Jan 30, 2012
  16. BHS

    BHS

    Joined:
    Dec 21, 2009
    Posts:
    4,090
    A lot of progress has been made and we are almost done with the editor system. All settings now have an easy to use slider for easy and fast adjustments. We've added a daylight control panel so you can adjust the time of day for both day and night scenes all within the UniSystem editor in real time. The new cloud system has been revamped and looks great. Right now we are working on the rain system and finishing up the editor system.

    Please if you have any more suggestions or things you'd like to see or have us add, drop a comment and we'll add your ideas.

    You guys are going to love 1.2v!
     
  17. BHS

    BHS

    Joined:
    Dec 21, 2009
    Posts:
    4,090
    Added new videos and screenshots of UniStorm 1.2v to the top of the thread. Feedback would be appreciated.
     
    Last edited: Feb 1, 2012
  18. siflandolly

    siflandolly

    Joined:
    May 17, 2011
    Posts:
    141
    Sometimes it looks like the lightening flash is not lighting up the whole landscape. It will light up a section ahead of the soldier as if the lightening flash is occurring a little ways away. Is that just my imagination? Is that a new enhancement? Great work by the way.
     
  19. tripknotix

    tripknotix

    Joined:
    Apr 21, 2011
    Posts:
    738
    no Actually that occurs when the edge of the floor is lit up, but none of the objects were hit by the lighting area, the whole plane will light up.

    Also Black Horizon Studios, i'd like to show you a version i have running in flash, i've changed the sky so that it looks like rain, ofcourse i would like to have the sky you currently have, i think its just missing a nearby rain thickness effects, this is my version http://realdefinition.net/zombieopsonline/2/ , i wish that the rain was "more transparent" its 5 layers progressively. i had to attach them to the camera's position and X rotation, in order to make it so it LOOKS like its always going downwards, but it would be great if you could recreate it for me so that they are cylinders that surround the user, progressively showing more layers.

    Check out this video, they do the rain effect i was trying to produce, skip to 2minutes, http://www.youtube.com/watch?v=ClWJT-eGCVQ . i would love it if you could do that, i simply used 5 layers, but it looks like they used 10-15 layers. and a more transparent texture. Their product is around $100 tho, so i chose yours instead, i think it works great, very perform-ant in flash.

    Just to recap, i would love it if you made the OLD clouds into a cylinder that always has rain going downwards (instead of a sphere that wraps), and have the texture be more transparent, and have the cylinders follow the camera, with the camera inside the cylinders. but keep the new sky you created as the background, it looks great as a background animated skymap.
    (UniSky might even be using a smaller top of the cylinder, to produce an Almost cone look to it.)

    FYI: the terrain is built in Terrain4Mobile plugin ($45), because unitys terrain will not run in Flash, but Terrain4Mobile turns it into a 3d model, and then applies its own form of managing trees and grass and texture painting.

    PS: i like the ground particular effect splash, i think its a great alternative to the box that angry bots uses, since this one has to follow the camera.
     
    Last edited: Feb 1, 2012
  20. BHS

    BHS

    Joined:
    Dec 21, 2009
    Posts:
    4,090
    @siflandolly It is lighting up the whole landscape, but were trying a new system that locks the rotations and only rotates between minimum and maximum. We do this so the lightning strike won't strike under the terrain. I guess we have the angles too far horizontally that the hills are casting shadows and only certain areas are having the light hit them making it look like it's not hitting properly. It's an easy fix that takes 10 seconds thanks to the Unistorm editor system. We'll fix the angle and make it look more like it's casting above the player's head.

    @tripknotix Thanks for the detailed suggestions, very helpful. We want to make UniStorm as good as possible and supplying suggestions and examples is a great way to do so.

    We're aware of the cylinder layer system and we've been messing around with it and getting some excellent results, but there seems to be a clipping issue with the other outer layers so we're going to have to find a way to fix it. We're having a combination of both the cylinder layer for the rain and particles for the collision effects, which looks great.

    That's why we released a demo video so we could have this feed back to make it better, thanks guys.

    Edit: The cylinder layer rain system is working great and has no more clipping problems. Now we're working on the falling mist effect. We'll post some screenshots later. It'd be nice to get more feedback from you guys.
     
    Last edited: Feb 1, 2012
  21. BHS

    BHS

    Joined:
    Dec 21, 2009
    Posts:
    4,090
    Here's a quick screen of the new rain and mist system using cylindrical layers . The updated clouds now have inner layers to capture more light than before. Some feedback would great, thanks.

    $NewRainandMistEffect1.1.png
     
    Last edited: Feb 2, 2012
  22. jc_lvngstn

    jc_lvngstn

    Joined:
    Jul 19, 2006
    Posts:
    1,503
    Very interested in this, please to see it handles collision. No raining inside houses eh? :)
     
  23. RoyS

    RoyS

    Joined:
    Jan 12, 2009
    Posts:
    653
    +1 interested

    Yes, how do you keep rain out of houses, barns, etc and when you're standing under an awning?
     
  24. BHS

    BHS

    Joined:
    Dec 21, 2009
    Posts:
    4,090
    @jc_lvngstn, RoyS. We are working on a way to have the above effect work with collisions. I think the approach we're taking will work. We will have 2 rain systems included in the pack so the buyer can choose which ever effect suites their game's needs.

    If you guys have any ideas or suggestions it'd be great to hear them.

    Thanks
     
  25. jc_lvngstn

    jc_lvngstn

    Joined:
    Jul 19, 2006
    Posts:
    1,503
    Ok, I meant to say "PleaseD" to see it has collisions. Now your response kind of threw me off.
    So,the rain has collisions, but the new rain and mist effects do not?

    For FPS style games, this would be pretty important I would think.
    Also, from what I understand...your primary focus is rain, thunder, lightening...not necessarily clouds, but you do have them. Am I right? Your system is not an all in one weather system, it focuses on when it is raining if I understand.

    If I use a separate system like Nuaj, which mostly focuses clouds and lighting but not rain, and I wanted to use your rain system with it, could I disable your clouds if I chose?
     
  26. BHS

    BHS

    Joined:
    Dec 21, 2009
    Posts:
    4,090
    @jc_lvngstn Yes, I figured you meant pleased that's why I responded the way I did. We have 2 rain systems one is done with particles, the other, including the mist, is done with cylindrical layers but still has the splash effect.

    We're looking at a way to faded the the new rain and mist based on collisions. We already have the mist slowly faded as you look up which looks good. It is not an all in one weather system.

    The main focus is the lightning, thunder, and rain system, but we are working on making the clouds much more realistic. But yes, they are all separate so you could use the new rain, mist, lightning, and thunder and disable the cloud system and use it with Nuaj if you'd like.
     
    Last edited: Feb 2, 2012
  27. tripknotix

    tripknotix

    Joined:
    Apr 21, 2011
    Posts:
    738
    Wow i just realized this post went to a 2nd page, i thought u posted no updates for the past 2 days lol, my mistake, i will look into ways to get the inside not able to ran, or to detect collisions, look at this video at the 3 minute mark, http://www.youtube.com/watch?v=-G13LSXXeCg and you will see how the mist is supposed to look, progressively foggy based on distance, but i'll ask around about collision and get back to u
     
  28. tripknotix

    tripknotix

    Joined:
    Apr 21, 2011
    Posts:
    738
    just throwing ideas out there, im sure you have a better way to do something like this.... each rain mist is a plane with uv scroller going downwards towards the ground, you have each one fade in, while animating, and then fade out after a few seconds.

    you create a box collider where you want to generate a rain mist, and if it has collided with any object in a "layer mask" that you have created by default, such as "default layer, water layer, ..ect" then you simply dont generate the cloud.

    you dont bother looking for another place to set it, because if your indoors you dont want it searching amillion times a second. you simply generate these things around player a few times a second and make them play for like 7-10+ seconds in those spots.

    you can even specify how many to generate around the player at a time.

    this should make it so it works if your indoors looking out of a window
     
  29. BHS

    BHS

    Joined:
    Dec 21, 2009
    Posts:
    4,090
    @tripknotix thanks for the suggestions we'll try to make it happen. And thanks for the rain video too that will help.
     
  30. tripknotix

    tripknotix

    Joined:
    Apr 21, 2011
    Posts:
    738
    oh i forgot to say, if you want to make it so that it goes downwards it would require a collider per mist plane, and when it hits somethign it would just fade out while animating but stop where it collided.

    i think that would take more performance than just having 1 collider move to different positions when generating the mist.
     
  31. RoyS

    RoyS

    Joined:
    Jan 12, 2009
    Posts:
    653
    If I purchase it now, any fixes or upgrades later we can have?
     
  32. BHS

    BHS

    Joined:
    Dec 21, 2009
    Posts:
    4,090
    @tripknotix that's well see what we can do. This might be even better if it's done with tags.

    @Roys we're going to try to be finished with 1.2v as soon as possible so it wouldn't hurt to pick it up early. After 1.2v we' ll release more updates, upgrades, and fixes. We're going to try to always improve UniStorm.
     
  33. BHS

    BHS

    Joined:
    Dec 21, 2009
    Posts:
    4,090
    We've been studying the way Oblivion does their rain and weather effects and we're wondering if you guys like the way they've done theirs? We've noticed that Oblivion seems to do their rain with cylindrical layers.

    We need a good reference, so if you guys have a game where you like the way they do their weather effects let us know and we'll try to use similar techniques.
     
  34. RoyS

    RoyS

    Joined:
    Jan 12, 2009
    Posts:
    653
    Achieving believablilty and realism. I'm creating a horror scene, so a good thunderstorm to add to the effect of being in a creepy house at night...
     
  35. BHS

    BHS

    Joined:
    Dec 21, 2009
    Posts:
    4,090
    @RoyS alright I think we've done that. Studying other games helped.

    We're getting close to submitting UniStorm 1.2v! It should be finished by tonight!
     
  36. BHS

    BHS

    Joined:
    Dec 21, 2009
    Posts:
    4,090
    UniStorm Version 1.2 has been submitted!

    We've also added a very detailed PDF documentation to the update covering every aspect so you can get the most out of the pack.

    Also last chance to get UniStorm for $25, once the update is accepted the new price is $40, like we've previously stated. We've increased the price because the system is far more advanced and has taken 100+ hours to complete.

    $40 is the set price for UniStorm and it will never go up again!. We will also continue to make updates and better the system.

    We wanted to make a great inexpensive alternative to the more expensive weather/storm systems out there.

    We hope you all enjoy UniStorm Version 1.2!

    First page from the new PDF documentation:
    $UniStormPDFDocumentation.png
     
    Last edited: Feb 6, 2012
  37. BHS

    BHS

    Joined:
    Dec 21, 2009
    Posts:
    4,090
    Hey everyone,

    UniStorm Version 1.2 is now on the Asset Store!

    Those of you who got it early go get the update!


    Those of you who haven't check out the awesome new features:


    Create incredible storms for any game with the drop of this prefabed system. This randomizing system allows you to create great looking and sounding realistic storms with lightning, thunder, rain, and mist just by dropping the system into your scene and randomizing your inputs.

    Does NOT require pro to use.

    New Features with UniStorm Version 1.2:
    The UniStorm system has had major updates which include:


    * System improvements, system with all features, minus splash effect, now runs at only 6 draw calls!*

    * UniStorm allows 12 ways to tweak your lightning strikes all randomized based off your input.

    * 2 Rain systems, one with cylindrical layers the other with collision particles, both a heavy and light rain.

    * Supports shadows when lightning strikes.

    * Supports 3d sounds for 360 degrees lightning strikes (strikes sound like they hit from different angles)

    * Rain now has an animated misty effect using only 1 draw call!

    * Rain and wind sound effects.

    * Improved cloud system that now have clouds that have depth, like they're fading into the horizon.*

    * Rain system has been improved, collides with objects, and splashes.

    * Time of day controller to change scenes from night to day.*

    * Detailed PDF Documentation

    * Easy to use editor with many settings to fine tweak your storm system with ease.

    * EVERYTHING is randomized based off your input, each lightning strike will never be the same.

    * The Y axis rotation (which rotates in a circle) is randomized based off minimum and maximum input; every lightning strike is different so the strike will always surprise you.

    * The X and Z axis have a minimum and maximum with a lock so you control the exact angle you want the light to hit, these numbers can also be randomized for a truly different strike every time.

    * Can Be Used With Indie
     
    Last edited: Feb 6, 2012
  38. tripknotix

    tripknotix

    Joined:
    Apr 21, 2011
    Posts:
    738
    The new Mist looks great, very perform-ant for a good mist effect.
     
  39. BHS

    BHS

    Joined:
    Dec 21, 2009
    Posts:
    4,090
    Thanks, glad you like it.
     
  40. BHS

    BHS

    Joined:
    Dec 21, 2009
    Posts:
    4,090
    Hey everyone,

    We've released a small update that added 4 more pages to the documentation. It also has more detailed info about setting up your scene with UniStorm. We've added a very low draw call splash to the pack. Now you can have a splash effect that only adds 10 draw calls. Finally we fixed the missing script problem some of you had.

    Thanks everyone for the suggestions and help.
     
  41. imtrobin

    imtrobin

    Joined:
    Nov 30, 2009
    Posts:
    1,545
    Is there a new demo?
     
  42. BHS

    BHS

    Joined:
    Dec 21, 2009
    Posts:
    4,090
    @imtrobin yes we're working on it. Should be up in about 12 hours or so. It's going to be a stormy tropical island. Or we could put together a little demonstration of UniStorm 1.2 for you?
     
  43. BHS

    BHS

    Joined:
    Dec 21, 2009
    Posts:
    4,090
    New Stormy Tropical Demo is up. Link is in the start of the thread.
     
  44. SevenBits

    SevenBits

    Joined:
    Dec 26, 2011
    Posts:
    1,953
    I think it's very cool. You should add Wind zone support so the trees blow in the wind.
     
  45. BHS

    BHS

    Joined:
    Dec 21, 2009
    Posts:
    4,090
    @SevenBits Thanks. You can add any wind zone to the scene and still have the wind affect the trees, but we're working on UniStorm controlling the wind speed to be more like a storm, changing the wind speed at certain times and such, it will be in a future update as well as lightning bolts.
     
    Last edited: Feb 13, 2012
  46. Prodigious Studios

    Prodigious Studios

    Joined:
    Apr 13, 2011
    Posts:
    8
    Purchased this and have been messing around with the setting and effects, it is amazing. There are so many ways to tweak the settings that you can find the perfect effect for your game. Imo it is just as good if not better than the more expensive weather systems out there. Their's are over $100 this one was only $40.

    Great work, I recommend this pack to anyone who is looking for a storm or weather system.

    ps: What are some of the features that will be on the next update?
     
  47. BHS

    BHS

    Joined:
    Dec 21, 2009
    Posts:
    4,090
    @Prodigious Studios thank you for the review and great to hear you like it.

    As for the next update, we will be adding lightning bolts, have UniStorm support controlling wind zones, be able to pick 4 or 5 lightning colors and have be randomly picked, and more.

    We are taking suggestions for the next update. It'd be great to have some ideas.
     
  48. BHS

    BHS

    Joined:
    Dec 21, 2009
    Posts:
    4,090
    Has anyone who bought UniStorm tested it on any mobile platforms? If so, can you please share the device and specs info, it would really help us out, thanks.

    Also we are working on the lightning effects and they are looking great. They use little draw calls so they should work on mobile.
     
    Last edited: Feb 21, 2012
  49. BHS

    BHS

    Joined:
    Dec 21, 2009
    Posts:
    4,090
    Hey everyone,

    We are working hard on UniStorm v1.4 and we have a lot of new features and effects.

    Here's some of what's coming in UniStorm 1.4:

    • Rain now slants with the wind, similar to how Skyrim does their rain.(New)

    • Added a prefabed wind zone that behaves very realistic as if vegetation were in a storm. Trees and bushes now sway and wave in the wind.(New)

    • Wind Zone prefab is stored in the UniStorm editor so all you have to do is drop the UniStorm v1.4 system into your scene and all vegetation will behave as if it's in a storm.(New)

    • New demo scene which will be included to show you the possibilities and power of UniStorm v1.4.(New)

    • Added fog to the storm to give more realism and believability. So far this feature is pro only but we're working on making a fog effect that will work for indie.(New)

    • Improved rain particles, rain particles look much fuller, thicker, and realistic. You get the fullness of using cylindrical layers without the cost of loosing the ability to have the rain collied with objects.(New)

    • Major system improvements, UniStorm 1.4 runs at a blazing 100+ fps! Which should be very promising for mobile users.

    • There are now lightning bolts that strike when there is lightning. These effects are also randomized giving a different strike every time. They also use little draw calls so they do not affect performance.

    • We've added all sorts of lightning bolts including ones that are uv animated. You can easily control the life an intensity of the lighting bolts.

    • We've added a global fog technique that gives much more depth to the storm. Clouds seem to fade into the horizon. You can control the height, distance, and color of the horizon. Lightning doesn't affect distant clouds anymore so the storm looks much more believable and best of all it works with the free version of Unity 3d!

    • We've added more particle systems to increase the realism and believability: A windy leaves particle system (for forests, parks, open wilderness, ect) that has blowing and swirling leaves that behave as they would in a storm as well as a windy paper particle system for (cities, shipping yards, battlefields, ruins, ect) which should both be useful to most games.

    • Both particle debris systems have colliders so the particles bounce and roll off the ground for a few seconds before dissipating.

    • We've added more to the editor, there are now slots to add aditional lightning bolts to if you want to change or add them.

    • Improved performance with the rain particles.

    • More sound effects

    • Improved cloud system.

    • And more to come!

    If you guys have any ideas or suggestions Please leave a comment and we'll try to add it in the update.

    We will be releasing a new demo with in a few days so be sure to check it out.
     
    Last edited: Mar 1, 2012
  50. Prodigious Studios

    Prodigious Studios

    Joined:
    Apr 13, 2011
    Posts:
    8
    Sounds great! Can't wait for the update.

    When do you guys plan on releasing it? Also, is the global fog effect similar to Unity's global fog that is a pro only image effect? If so that'd be great.
     
unityunity