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[Save $600 Upgrade Offer!✅] Sky Master ULTIMATE: Sky, Ocean, Volume Clouds-lighting, Weather, RTGI

Discussion in 'Assets and Asset Store' started by nasos_333, Nov 17, 2014.

  1. nasos_333

    nasos_333

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    When i start with Sky Master, i will look into what could be done for this too, for an overall implementation. For example the snow coverage is affecting both packs, so that would be a first aspect to control, beside the in game grass planting.
     
  2. nasos_333

    nasos_333

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    Last edited: Nov 1, 2015
  3. nasos_333

    nasos_333

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    WIP on the new sample scene / demo for Sky Master ULTIMATE v3.0

    I decided to take the wave height calculations a bit further and provide a first sample of the ocean use. There is a lot more to be done for this in v3.1 and v3.x cycle, so this is just a very first implementation and much more will follow on that aspect after v3.0 release.

    I will post a webplayer with the demo early next week and include it in v3.0.2 hotfix for the beta.


    Big offer for November 1st !!!

    Buy Sky Master ULTIMATE, try the beta and write a nice review that takes the beta into account and have a chance to win an InfiniGRASS or Advanced FX Creator voucher.

    There will be one winner of a voucher for InfiniGRASS and one for Advanced FX Creator and up to 3 more entries will get InfiniGRASS on download link.
     
  4. Duffer123

    Duffer123

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    Looking forward to the Web Demo!
     
    nasos_333 likes this.
  5. nasos_333

    nasos_333

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    I am constructing it along with all the final touches to the system, so it will have various weather types and real time shift to ocean style and waves. Also a touch of InfiniGRASS to make the simplistic terrain look spectacular :)

    This will also act as a ready to use scene in the final release, to showcase what can be created and controlled through the configurator.
     
  6. nasos_333

    nasos_333

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    GI proxy setup for the new v3.0 demo, left column is with GI proxy and right without.

    GI Proxy allows for complete real time grab of changing and moving objects and colors etc

    The system is also ideal for dynamic point lights and spot lights.

    Other perks are very fast performance, zero baking time, no shader changes required and no image effects are involved, plus the system can work with Jove lights and on any platform.
     
    Last edited: Nov 1, 2015
  7. nasos_333

    nasos_333

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    UPDATE:

    I spent a few hours for the shore lines today and seems that i am close to doing the system's base, so i may include it in v3.0 as well. I am not 100% there yet though, so this is still TBD.
     
    Last edited: Nov 3, 2015
  8. Duffer123

    Duffer123

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    @nasos_333 ,

    Big handed Skymaster on the Gaia forum. Occurs to me that the 3.x + version of your asset will sit very well with Gaia - but wondering about how your Asset will override the water included on Gaia and so forth... ? (I am thinking here about simplicity, one click etc)
     
  9. nasos_333

    nasos_333

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    The water is straighforward i suppose, a grid is created and then can be moved and changed at will.

    The shore line effect i created today though is a bit harder to get right, the camera that renders the depth needs to be in a specific position and orientation, so i am working on implementing an automated calculation system to get this right with a single click and i have done all relevant calculations, so i think i will have the system easy to setup by tomorrow.

    Then i will add a few remaining fixes and release the final beta version, with the store submission to follow soon after that.
     
  10. Duffer123

    Duffer123

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    Excellent!
     
  11. nasos_333

    nasos_333

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    Thanks :)

    I now have the complete system for shore control in place and will tweak to perfection. The only thing not covered is the calculation to account for the lower wave height near shores from floating objects or the boat, i hope to have it for v3.0, if not will surly come in v3.1

    Also i created an option in volumetric clouds for 100% smooth motion (decoupled it from the performance system), with minor impact in performance (3-4ms in my old CPU)

     
  12. Duffer123

    Duffer123

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    Looks awesome
     
  13. nasos_333

    nasos_333

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    Thanks

    Here is another video showing the toggle between shore line blend and no blend in waves

     
  14. Cubic_Creo

    Cubic_Creo

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    Is it possible to dynamically adjust the up direction of the sky? Our game puts players on a large spherical planet. As they travel around the planet, I need the ability to adjust lat/lon and keep the sky above the player (instead of below the player, e.g. as the player reaches the South pole).

    How many shader keywords are defined by Sky Master?
     
  15. nasos_333

    nasos_333

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    Sky Master does not use any keywords outside Unity's own (plus a few in water in v3.0), i will try to find out an exact number and post it later.

    I have not added any custom keywords of my own in the system for example, all the checks i have added are done with a 0 or 1 toggle and methods like that. I may replace some of Unity's keywords with such systems too later

    About the sky rotation, there is no extra adjustment as the sky will rotate along with the camera, i post a pic with the camera below the planet for example (180 degrees roll).
     
  16. Recon03

    Recon03

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    So what works well for mobile and what doesn't ?? Also any screenshots or videos of what works for Android?? I been on the fence about buying since mobile matters to me. I make both PC and mobile based games. I know some of it would never look as good, which is totally fine.


    I'm also confused you have all these assets, does this one include all or just some?? and what does it include.
     
  17. Cubic_Creo

    Cubic_Creo

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    Thanks for the screenshots! I'm not completely sure I understand what you mean about the camera rotating along with the camera. I've added some photos here to illustrate the problem I'm trying to avoid. The North Pole photo is how I want it to look, no matter where the player is on the planet. The problem is that as I travel around the planet, I'm afraid the sky orientation might stay fixed with the Y axis always being up, which causes the sky to appear tilted when the player is not at the North Pole. I'm thinking that if I can just adjust the "up" direction of the sky dynamically as the player travels around the planet, that should solve the problem.

    (the sky shown in these screenshots is generated by another asset that I'm considering replacing with Sky Master)

    sky1.jpg sky2.jpg sky3.jpg
     
    Duffer123 likes this.
  18. blockimperium

    blockimperium

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    I want to own this but I REALLY need to see it running as a demo for Android so I can see how it looks/performs.
     
  19. nasos_333

    nasos_333

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    I will be doing some tests and provide comparissons as soon as possible. I am doing the final tweaks for v3.0 and after these are all in, then i can compare Unitys water with my system and also check for the mobile performance with the final complete system.

    Since everything is still WIP, this will take a bit to get the accurate comparisson with the finilized shader with all features, but not much as i am nearing the end of v3.0 beta and most features are already in.
     
  20. nasos_333

    nasos_333

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    1-2 pics are normal orientation, 3 is rolled, 4 is under the planet (camer up vector looks down)
    Hi,

    This is a rather hard issue to handle, as all functions depends on the camera vector. I took this morning to get to a state where the camera roll wont affect the sun (i have to decompose the Unity functions and remake all vertex rotations manually), so you can have the sun always up, but there is still some issues when looking up/down (sun has a hard vanishing point in free look mode for example), so it is not 100% there yet (though i am rather close i think).

    I am not sure i will have the time to do the final system for v3.0 release, as it is rather complex, but will definitly be looking to perfect that option for v3.1 (if it is possible eventually). Also all other system like clouds etc would have to move to a spherical oritentation, which is very hard as well, but i will see what i can do about the whole pack, starting with the sky.
     
  21. nasos_333

    nasos_333

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    The sky works well and I have tested it and the volumetric clouds will also work on mobile in the v2.x version (not using the new SM3.0 shader that may work only on higher end mobile devices). The rest are all WIP and will be testing after v3.0 is released, so i cant give an answer for these yet (e.g. water). I have made the new shader based clouds to also be SM2.0, so while not tested yet, they will probably work on mobile.

    GI Proxy also works on mobile.

    My assets include a bundle of GI Proxy and Particle Dynamic Magic (Advanced FX Creator) and GI Proxy is also included in Sky Master ULTIMATE.

    So for all my packs it is Sky master ULTIMATE (contains GI Proxy), Particle Dynamic Magic, InfiniTREE, InfiniGRASS and Toon Effects Maker.
     
  22. Cubic_Creo

    Cubic_Creo

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    Thanks for taking the time to look into it! Sky Master does look very nice, so I'll check back at some point later.
     
    nasos_333 likes this.
  23. nasos_333

    nasos_333

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    Sky Master ULTIMATE v3.0 WIP
     
  24. nasos_333

    nasos_333

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    Sky Master ULTIMATE v3.0 BETA is available for all Sky Master ULTIMATE users !!!

    I can send the current beta version immediately upon PM request and the new v3.0.2 version will soon be available also, with many more enchancements.
     
  25. Duffer123

    Duffer123

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    Just moved house. As soon as I dig up my PC I'll dig up my purchase invoice and get me the beta... :)
     
  26. Duffer123

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    @nasos_333 ,

    Will 3.x also support breaking waves on the shoreline or simply the 'foamy bit' rolling back and forth on the beach?

    What about surf / curls?
     
  27. nasos_333

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    Both are planned for v3.x cycle and both are already possible but will need much refinement to be perfected and have all features available, so i will not have them as default in v3.0.

    The wave break is partly done already, as the distance to shore can be set low enough to see waves until the very edge and the things i will refine is the depth map adjustement so there can be more detail/smoother effect near the edge as option. Then on that i will add the option to enchance the waves with different features for the proper breaking ones.

    If terrain is steep and higher than the water level, there is also a very cool water retract effect (i got this by default :) ), where the foam seems to lick on the rocks and water drip down. Details like this and much more (like local water waves, rivers with edge detection for waterfalls etc) are already planned for v3.x (hopefully v3.1).

    I focused first on making the general system and setup so there is a good stepping stone to implement any idea now.

    Curles are also possible on the vertex side and need refinement for the fragment shading part, so the foam looks more realistic (now it covers most of the curle and seems a bit strange)
     
  28. Duffer123

    Duffer123

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    Sounds great. Look forward to it. Not sure but have you allowed for or are you planning to develop:-

    - lava flows;

    - rapid;

    - waterfalls;

    - high reflection 'still' lakes.

    ?
     
  29. nasos_333

    nasos_333

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    Waterfalls and flows in general are not yet supported, i plan these as extra options in v3.x cycle. The extend of the creation tools will depend a lot on the reception of the asset and reviews of v3.0, but the shader part is planned to be in (flows, automatic flow map rendering etc).

    If the pack gets enough momentum i plan to integrate a full spline based dynamic river/waterfall system and much more. Otherwise i may hold a new pack for river/waterfall creation that will play along with Sky Master and its shaders (like InfiniGRASS grass shader receives snow for example)

    Lakes are already possible, i post some pics with more evident reflection and more calm water. I will create a preset for a lake, pool and small waves as well for v3.0.2 Beta, hopefully this will be out on Monday with all the new features included.
     
  30. Duffer123

    Duffer123

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    Excellent. I suspect most would pay extra for a bolt on Asset for rapids, rushes, cascades, waterfalls...
     
  31. Duffer123

    Duffer123

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    P.s. those latest screenies look amazing!
     
  32. nasos_333

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    Thanks :)

    Here is also some videos with the Unity airplane controller, showing cloud fly through.I will also include a demo with the airplane in v3.0 release and the new beta (v3.0.2)


     
    mimminito likes this.
  33. Duffer123

    Duffer123

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    Outstanding vids.
     
  34. nasos_333

    nasos_333

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    Thanks

    Here is one more and i will now put the plane system to the final build and create some videos with clouds using the new smooth motion as well.

     
  35. nasos_333

    nasos_333

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    The v3.0 beta is available on PM request to all Sky Master ULTUMATE users.
     
    Last edited: Nov 12, 2015
  36. nasos_333

    nasos_333

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    BIG UPDATE:

    I have just managed to stabilize the Volumetric Cloud particles perfectly so they dont rotate with camera roll and now camera roll is possible without any limitation. I will do a few more tests to make sure everything works ok in all situations and will have this system in the coming v.3.0.2 beta.

     
  37. nasos_333

    nasos_333

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    Calm Lake preset video

    Sky Master ULTIMATE is on discounted price until v3.0 release !!!!
    Make sure to grab the asset before the behemoth v3.0 update arrives at the store.

    The v3.0 beta is available on PM request to all Sky Master ULTIMATE users.

    If you like the pack, please remember to leave a review to help me with keeping the asset development at highest priority and work on the cool updates faster. Thanks a lot in advance for any reviews !!!!
     
  38. Duffer123

    Duffer123

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    Those volumetric clouds are amazing as is the calm lake. Can't wait to roll all of this on to one of my terrains!
     
  39. nasos_333

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    Thanks :)

    I just tweaked the color grading as well and fade in/out in volume clouds, so they are far smoother and unoticable now, with the same great performance.

    I am doing the final tweaks, some performance controls to override the defaults when needed and i will be testing more and then upload the final beta in a few days.
     
  40. nasos_333

    nasos_333

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    Sky Master ULTIMATE is on discounted price until v3.0 release !!!!

    Make sure to grab the asset before the behemoth v3.0 update arrives at the store.

    The v3.0 beta is available on PM request to all Sky Master ULTIMATE users.
     
  41. nasos_333

    nasos_333

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    UPDATE:

    The final demo for Sky Master ULTIMATE v3.0 is now almost ready and all refinements have gone in the system.

    I will release the demo soon (together with the airplane demo).

    The v3.0.2 beta will also be availble very soon.

    I am also uploading a few videos to show the new demo, so these will come in a few minutes
     
  42. nasos_333

    nasos_333

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    New demo videos (WIP)


     
  43. nasos_333

    nasos_333

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    UPDATE:

    A new feature has been added the system for v3.0.2 beta, the correct sun positioning based on latitude/longitude and time of day.

    I decided to delay the beta a few days to have this system in, as it affects a lot of other systems which i would like to be ready for such use in v3.x cycle, i think this will pay off as it expands the sun system a lot and offers a first step towards a 100% realistic sky positioning.

    This new system will be available as an option and the current system will remain the default, the current one offers control over the sun motion, and the new system ties it to the earth position and time, when such functionality is needed.

    In v3.x cycle both moon and stars will also get a perfect positioning calculation.

    Another idea i have is modulate the volume fog by a height map texture, for more variety and better terrain adaptation (since i have the depth rendering system ready for the shore lines, and is easy to add a noise mode too), but this will probably come in v3.1 as it is a bit advanced and would delay the v3.0 release.


    Sky Master ULTIMATE is on discounted price until v3.0 release !!!!

    Make sure to grab the asset before the behemoth v3.0 update arrives at the store.

    The v3.0 beta is available on PM request to all Sky Master ULTIMATE users.
     
    Lohrion likes this.
  44. nasos_333

    nasos_333

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    Airplane demo in Sky Master ULTIMATE v3.0.2 (this is the first version of the demo, the final one now has a detailed terrain with snow/grass and more features)



    Sky Master ULTIMATE is on discounted price until v3.0 release !!!!

    Make sure to grab the asset before the behemoth v3.0 update arrives at the store.

    The new v3.0.2 beta (final beta) is now available on PM request to all Sky Master ULTIMATE users.
     
  45. nasos_333

    nasos_333

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    New demo in Beta v3.0.2
     
  46. nasos_333

    nasos_333

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    UPDATE:

    A few notes on the v3.0.2 beta. It has come to my attention that a few tags come up when not defined and create error messages.

    These are the "Flamer", the "Flammable" tags used in the propagation system (3D butterflies - advanced systems) and the "SkyMasterTree" tag that is used by the terrain manager to gather all Unity trees with such tag in order to apply seasonal changes.

    I will remove the 3D buttefly system from the main prefab, so it can be used as option later, when the tags may be defined.

    Also i will also add a "check_for_trees" bool variable to define when to search for the trees, only when the tag has been defined.
     
  47. nasos_333

    nasos_333

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    Sky Master ULTIMATE is on discounted price until v3.0 release !!!!

    Make sure to grab the asset before the behemoth v3.0 update arrives at the store.

    The new v3.0.2 beta (final beta) is now available on PM request to all Sky Master ULTIMATE users.
     
  48. nasos_333

    nasos_333

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    Dusk in Sky Master ULTIMATE v3.0, with moving clouds (water & cloud coloration is adjustable for all cloud-water types, per time of day region). The clouds are true volumetric and can be made to touch to the ground and create mist etc (or the hero can take to the air and fly through them). A system to roll properly on ground and be affected by mountains is also planned for v3.x cycle.
     
    Last edited: Nov 18, 2015
  49. nasos_333

    nasos_333

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    Video of the new clouds motion and wind interaction, higher clouds have a bigger latency to wind direction based motion change.


    Sky Master ULTIMATE is on discounted price until v3.0 release !!!!


    Make sure to grab the asset before the behemoth v3.0 update arrives at the store.

    The new v3.0.2 beta (final beta) is now available on PM request to all Sky Master ULTIMATE users.

    If you like the pack, please remember to leave a review. As I am a one man team, reviews help a lot with keeping the asset development at highest priority and work on the cool updates faster.
    Thanks a lot in advance for any reviews !!!!
     
  50. nasos_333

    nasos_333

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    Small note on an issue on the new beta (v3.0.2 with v3.0.3b update).

    The CreatePlaneSM script must go in a folder named "Editor" (can be anywhere as long as it has that name) in order to properly build the project, as it is an editor script. I missed this as i put this option the last minute and is now fixed for the final release.

    Thanks a lot to twobob for bringing this to my attention !! :)