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[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

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    When I get the chance, I will test this out with Unity 2019.1 to confirm whether it's a bug or not. What version of UniStorm are you using?
     
  2. BHS

    BHS

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    To confirm, this is only happening when Auqas is present in your scene? I'll look into seeing if I can recreate this.
     
  3. Alex3333

    Alex3333

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    I can help with that. I have synchronization with the old version. I think with it you can do it faster and put up your strength on a more advanced version of the integration of photon 2


    By the way, did you extinguish a script for water that makes storm waves?
     
  4. BHS

    BHS

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    That would be awesome, thanks.

    I couldn't find the script I made from that video, but I will download Ceto and make a new one.
     
  5. BHS

    BHS

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    I've tested this and sunshafts are working on my end with a build using Unity 2019.1. Are you using the newest version of UniStorm, version 4.1.1?
     
  6. nu51313932

    nu51313932

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    I update to Unity 2019.2 and sunshaft is working now.
     
  7. BHS

    BHS

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    Great to hear that fixed it for you.
     
    nu51313932 likes this.
  8. wood333

    wood333

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    I am getting no movement on the speedtree leaves. There is a wind zone in the scene, and I raised the wind intensity on the partly cloudy weather type, (my starting weather type), with no visual result. Can you help me?
     
  9. nu51313932

    nu51313932

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    How to increase of Unistorm sun light transition speed?
    The current speed is too slow(When the sky full of cloud the sun color should be more faster to be darker but as in the video the sun color still bright )


    I just test by increase this value?
    Will it cause a problem of UnistormSystem?
    [ removed image]
     
    Last edited: Oct 8, 2019
  10. Paul-Swanson

    Paul-Swanson

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    Did this get finished?
    Iv got Aura2 already setup how I like it, and its time for Unistorm4.0 if it'll work.
    Works fine actually...Jst put your Aura2 Objects on the celestial bodies. Prob solved
     
    Last edited: Oct 5, 2019
  11. BHS

    BHS

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    UniStorm uses Unity's Wind Zone. Are SpeedTree trees affected by Unity's Wind Zones?
     
  12. BHS

    BHS

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    Adjusting the 0.1 to a higher value will allow the sun to transition quicker. It shouldn't cause any issues.
     
    Last edited: Oct 16, 2019
  13. wood333

    wood333

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    Yes, see my comment below.
     
    Last edited: Oct 8, 2019
  14. BHS

    BHS

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    I'm in the process of adding Aura2 support now that my Emerald AI update is finished. Everything should work okay with Aura2, but that cloud shader needs to have the Aura2 fog applied to them, at least the last time I checked. Is the fog working on the clouds for you?
     
  15. Paul-Swanson

    Paul-Swanson

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    It's not working on them no.
     
  16. AndyNeoman

    AndyNeoman

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    Has anyone managed to do the lightning strike where the AI changes into a werewolf. Im trying to do that exact thing in the video but not sure what the api call is. I have emerald and Unistorm (and crux but not sure what to use). I have the event working like the example but not sure how to but the werewolf in the correct spot like the video.
     
  17. wood333

    wood333

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    Yes. When I add a standard Unity wind zone to the project, I get the speedtrees moving.

    I have partly cloudy as my starting weather type in the Unistorm System - Weather Settings - Starting Weather Type, and I adjusted the weather type asset in the project folder and maxed the wind intensity there. Was that the wrong place for the adjustment? Am I properly adjusting the weather type, but failing to save that into the Unistorm Weather System?
     
    Last edited: Oct 8, 2019
  18. AndyNeoman

    AndyNeoman

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    Hi @BHS Could you provide the code you used for the transform of the AI into the werewolf in the video on lightning event i posted above? I was looking at using crux but the spawn feature only spawns around the player instead of spawning where the previous AI was.
     
  19. Alex3333

    Alex3333

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    I sent you a script to synchronize
     
  20. wood333

    wood333

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    F.Y.I. I solved my issue with Speedtrees not blowing in the wind after upgrading Unity to 2018.3.6f1. For some reason unknown to me, when I upgraded Unity, the process set the Unistorm Windzone - Windzone component - Mode to "spherical" when it should have been "directional." I did not expect Unity upgrade to do that. :confused:
     
  21. BHS

    BHS

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    Awesome, thanks!
     
  22. Gabriel_SG

    Gabriel_SG

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    is HDRP support anywhere on the roadmap? it's out of preview in 2019.3
     
  23. nu51313932

    nu51313932

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    Hi BHS . Are you working on fixing sky box gap in sky horizon? Just arking.:D
     
  24. Super_apple

    Super_apple

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    is HDRP support anywhere on the roadmap? it's out of preview in 2019.3

    I want to know that also
     
  25. BHS

    BHS

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    I would like to support HDRP, but it's missing too many needed features which would require most of UniStorm's shaders to be rewritten to work properly. If and when Unity adds what's needed, I will add HDRP support.
     
    Gabriel_SG and JBR-games like this.
  26. BHS

    BHS

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    Yes, I'm working on resolving this with the next update. :)
     
    nu51313932 and JBR-games like this.
  27. nu51313932

    nu51313932

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    Oh. I am very happy to hear that
     
  28. infinitypbr

    infinitypbr

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    Hi there,
    I imagine this may be a solved problem, but on my iMac retina screen, all the inspector windows are 2x the size, regardless of how wide or narrow the window is.

    Is there a fix for this?

    Thanks!!

    Screen Shot 2019-10-26 at 10.17.22 AM.png
     
  29. BHS

    BHS

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    This is an issue related to using 4k monitors. I am working on an update to address this.

    This can be fixed by replacing all instances of the following (in the UniStormEditor):
    Code (CSharp):
    1. GUILayout.Width(90 * Screen.width / 100));
    With:
    Code (CSharp):
    1. GUILayout.Width(90 * Screen.width / Screen.dpi));
     
    infinitypbr likes this.
  30. neshius108

    neshius108

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    Hello @BHS!
    I am back: I tried to work with the cloud settings and the best I got in terms of "toon" is this:

    upload_2019-11-6_13-21-58.png

    Do you think we could have some instructions on how to properly change these clouds into any look we want?
    A simple flat ramped toon would work wonders for many uses!

    Let me know :)
     
  31. Alex3333

    Alex3333

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    Good afternoon. You kind of wrote that there will be integration with photon 2. Integration with Aura 2. when is it all to wait?
     
  32. imump

    imump

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    Same question as Alex3333, regarding Aura 2
     
  33. BHS

    BHS

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    Yes, you would use a Cloud Profile as explained here: https://docs.google.com/document/d/...mWX9rubGw8qjkZ4b4/edit#heading=h.uwckymw7cojo

    There's also a Stylized Cloud Profile you can start with that's pretty toony looking.
     
  34. BHS

    BHS

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    I'm working on getting a Photon example together, I've just been a little short on time as I have 2 other systems.

    @imump
    As for Aura 2 support, I've been talking with the developer to get proper support added as soon as possible.
     
    Gabriel_SG likes this.
  35. MarceloASG

    MarceloASG

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    Is Unistorm Mobile still available in the Asset Store?
    (Google translator)
     
  36. neshius108

    neshius108

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    @BHS: I remember you saying that before but could you show me how it looks on your side?
    I didn't really see any difference when using the Stylized clouds :(
     
  37. GreaserMonkey

    GreaserMonkey

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    I'm using Unistorm 4.1.1. I cannot change fog mode. I found old posts talking about changing fog type to exp 2 but that option seems to be missing from Unistorm weather settings. Maybe I'm missing something from my setup?
     
  38. BHS

    BHS

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    UniStorm Mobile and UniStorm Desktop are now one system and asset. You can change UniStorm to the mobile version right from within the UniStorm editor.
     
  39. BHS

    BHS

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    The Stylized cloud profile must be attached to each weather type you want to have stylized clouds. You can further adjust the settings to get them to look how you want. Here's a screenshot of the stylized clouds.

    Stylized 1.png
     
  40. BHS

    BHS

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    The Fog Mode must be adjusted through the Unity Lighting Tab:
    UniStormFogMode.png
     
  41. huntersteeger

    huntersteeger

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    Hey man! I use all of your systems for my game, they are all awesome! I'm wondering if there is any way to get Unistorm working with CTS to get the snow and rain to affect my terrain textures.
     
  42. MarceloASG

    MarceloASG

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    I bought the mobile version and I can't download it from asset store
     
  43. iddqd

    iddqd

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    Hey there, really nice and clean asset. The clouds look great!

    Is it possible to have lower clouds that intersect with the terrain (like around a mountain) and that the Camera can fly through?

    Thanks
     
    neshius108 likes this.
  44. BHS

    BHS

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    Thanks! Yes, there's an included system to control the CTS shader for rain and snow shading. Just search for the UniStormCTSController script within the project tab and attach it to an empty gameobject.
     
    huntersteeger likes this.
  45. BHS

    BHS

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    Thanks! No, currently it is not possible to fly through the clouds or have them intersect with the terrain. However, I do have plans to do this with a future update.
     
    nu51313932 and iddqd like this.
  46. iddqd

    iddqd

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    Thanks for the response.
     
  47. neshius108

    neshius108

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    @BHS: How about changing the clouds height? My game is a side-scroller but I cannot see much clouds near the horizon (I'm using the Stylized setting):

    upload_2019-11-26_12-54-29.png

    But if I were to look up I'd see this:

    upload_2019-11-26_12-54-38.png

    Btw, is it normal that they look like that? They don't look too stylized to me...

    Here are my settings:
    upload_2019-11-26_12-56-10.png

    I wonder why my clouds don't look as good in my project :/
     

    Attached Files:

  48. BHS

    BHS

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    The cloud height can be adjusted with each Weather Type. Are you using Linear Color Space? I've noticed that the clouds' noise and some values are a little altered with this option due to the way Linear processes some shaders. I'm working on resolving this so it's more consistent to the Gamma Color Space. If you are trying to alter the cloud material during runtime to change their appearance, you will need to manually set these values to Cloud Profile. With the next update, I will be adding an option to save Cloud Profiles during runtime.
     
    neshius108 likes this.
  49. neshius108

    neshius108

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    @BHS: The color space is indeed Linear. Is it a problem?

    Anyway, as I was testing with the clouds, I noticed this:

    "Clear Sky":
    upload_2019-11-27_15-29-59.png

    "Cloudy" (with default 'Fluffy' clouds):
    upload_2019-11-27_15-30-32.png

    What could be causing that? If I use the UI and set Clear as a weather, those issues disappear
     
    nu51313932 likes this.
  50. rz_0lento

    rz_0lento

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    What are you missing from HDRP?

    From HDRP 7.1 docs:
    https://docs.unity3d.com/Packages/c...inition@7.1/manual/Creating-a-Custom-Sky.html
    https://docs.unity3d.com/Packages/c...s.high-definition@7.1/manual/Custom-Pass.html
    https://docs.unity3d.com/Packages/c...efinition@7.1/manual/Custom-Post-Process.html
     
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