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Discussion in 'Assets and Asset Store' started by BHS, Jan 27, 2012.
There are any support for HDRP?
What version of UniStorm are you using? When I do the same, everything is working as expected. Please check the following:
1) Ensure that your camera's Background Type is set to Skybox:
2) That you also have a player object in addition to the camera.
3) That you have the proper tags setup through the UniStorm Camera & Player tab, if you are getting these components by tag and not assigning them manually.
Not yet. HDRP has far too many limitations and would require the cloud shader to be rewritten. However, I'm looking into what can be done to add HDRP support.
Hi, I'm considering using UniStorm with Crest Ocean system. Does anybody know if they work together well?
Hey there, I just tested Crest Ocean with UniStorm. Every looks good and seems to work fine:
Good afternoon. Stumbled upon this video. How can I get this script ??
Thank you! I'll try it myself soon.
Have you tried it with free or LWRP version of Crest?
I just tried it with the GitHub version you linked.
Is your camera's Clear Flags set to Skybox? Also, are you receiving any errors?
Thank you, setting Clear Flags fixed the problem. All works as expected!
I'll have to look for it. It's been awhile since I made that.
Awesome, and you're welcome!
How to remove this skyline. I have no idea about.
I have a problem with LuxWater after update to US 4. There no changes in project except the US update.
With US 3:
With US 4 the skyline is visible:
Any suggestions what could cause this?
I am unable to have anything close to realistic ambient lighting in my scene. The sky and the water look great, but the sides and interiors of my buildings are nearly black in the middle of the day. here is the effect of Unistorm scene lighting (what I get during play and with the editor scene lighting button turned on) versus Unity editor lighting.
Scene Lighting with Unistorm
Please provide specific direction on what to adjust and importantly, how to adjust it. I have been through the documents and forum and find only bits and pieces of information, with little "how to" direction. I have tried adjusting the new ambient setting curve, an see no difference. During play the sides of buildings are black, and during the onset of night, the screen is totally black.
It's the bottom portion of the skybox. Typically, players can't see the end of the terrain, but I can certainly work on improving the blending between the horizon and the ground of the skybox.
I'm not exactly sure what's causing this, but I'll try to see if I can find a solution. A temporary/alternative fix could be to just disable the UniStorm Volumetric Clouds gameobject when the player goes under the water then re-enable it when the player surfaces.
When this happens, it's typically because the Environment Lighting Source is set to Skybox. When using the Skybox setting, none of the colors for ambient lighting are used and instead are all based off of the Skybox, which makes the ambient lightning look nearly black as in your screenshot.
Selecting the Gradient option allows the colors from UniStorm to be controlled and used.
Now, can I set the sky box lower to hide the line?
Switching clouds to 2D doesn't help. I guess it's the same problem that nu51313932 has.
Not currently, but I'm actively working on fixing this with the next update so the blending between the skybox's sky color and ground color is near seamless.
It may be a shader conflict with Lux Water. I'll look into this and post a fix when I find a solution.
@BHS no photon2 for new update???? ;/
This was fixed by adding a new Unistorm System to the scene, instead of dragging and dropping the Unistorm prefab, which is what I had been doing up until now.
Thank you for the amazing support!
The 4.1.1 update just fixed some bugs. Now that Emerald AI 2.3 is finished, I can work on adding network support to UniStorm. I should be able to put together a Unity Package with Photon2 support by the end of the next coming week for you.
is HDR camera enabled supported? I have a total black screen when its enabled, it was fine with unistorm 3.
these are the HDR Settings:
it seems in the demo HDR works fine, in my game when my player instantiates and I have use run time delay on it doesn't. If I disable use runt time delay it plays but the skybox is totally blue/white
HDR is fully supported.
Are you receiving any errors when things aren’t working correctly? Have you ensured your tags are setup correctly for your player and camera using the Camera & Player Settings?
So I started disabling components, and it seems that Post Process Layer cause this, can you think of a reason?
Hey @Alex3333 , Have done some searching and you can find Ceto on Github.
Apparently it used to be on asset store but the owner did not wish to deal with all the support etc required to keep it there.
Love the look of this asset while searching for a storm system, was originally going to go with a competitor but this new update gives much nicer and smoother performing clouds. Hoping i can pick it up and use it as a base to create a more realistic storm system for a game i wanted to prototype, failing that, looks like an amazing and simple to use asset to quickly add some polish to other projects.
I was wondering if there was going to be any option for lighting of the clouds? For example, lightning bolts look like they have no effect on the clouds.
Is there a way to scale down sky box?(smaller star texture and smaller cloud to match with low field of view)
I meant that the developer has a script that creates storm waves. this is what i asked to send the developer.
That's strange. When I've tested UniStorm with the Post Processing Stack v2, everything was working correctly. Let me look into this though so I can see if there are any issues.
Try to remove Post Process with the package manager and install it new.
I tested this and everything was working correctly with the Post Processing Layer. I'm not sure why the screen was black. Are you using the newest version of UniStorm?
I changed to gradient and found negligible improvement. I adjusted the ambient lighting curve, made it flat, and raised it a lot. If this did anything, it is too subtle for my purpose. How do I really crank up the ambient lighting while using unistorm?
HUMBLE BUNDLE THIS!!
I'm not really sure what's happening within your scene. Adjustments should be quite noticeable. If I adjust the ambient lighting within my scenes, the ambient lighting and shading intensity is changed accordingly:
What version of Unity are you using? Can you confirm the gradient values are being changed?
You can try adjusting the _uCloudsBottom value on the UniStorm Volumetric Clouds material. However, this is also controlled by the Cloud Profiles so you should just be able to edit the Cloud Profile editor caps to increase this value to get the desired results with your lower field of view.
As for the stars, they are 4k in resolution non-tiled. Simply tiling them twice (so 2,2 on the star material) should give you a nice increase in resolution.
It 's working. Thank you sir.
yes latest version of unistorm, unistorm 3 worked fine with same setup. Using Unity 2019.2.5f1 and latest update processing package. I use Aquas too, don't know if it matters but Aquas has the Processing Layer as mandatory, as well as processing volume, if that helps
Seems the gradients are overwritten at run time. Does this mean I must adjust the gradients in each weather profile?
No, Weather Types do not currently control the gradients so another system within your scene is overwriting the gradient colors.
Can you make tornadoes, hurricanes and other natural disaster type weather items?
I haven't had an issue with Aquas. Have you tried disabling UniStorm's cloud shadows? Maybe this is causing an issue.
Yes, you can, but you would have to handle the tornado movement with custom code. Currently, I'm working on a complex biome system capable of generating weather across multiple customizable biomes using the weather within each biome's weather list. The weather is then transitioned in when the player enters each biome. After this is done, I'll see if I can add in a tornado Weather Type.
Why does unistorm sunshaft is not working on builded game ?
It is only working on Unity Editor.
I tested this by using your Standard Demo scene. I changed the gradients and on play they were overwritten. I use Unity 2018.3.6f1 and the latest Unistorm.
Settings before play:
Settings upon play:
You are changing the ambient lighting via the UniStorm editor, correct? If not, this is why your lighting is being overwritten. UniStorm alters the Unity ambient lighting from the values set within the UniStorm editor.
It should be working. Are you receiving any errors after building? Also, what version of Unity are you using?
I use 2019.1
Can you test to comfirm that it is not a bug?
N0 error message after build.
Tried that with the same results. Only works when I disable the processing layer/volume compenents