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Graphics [HDRP-UPR ✅] Sky Master ULTIMATE-Physical skybox-Volume clouds-Weather FX-Ocean-Realtime GI-Mobile

Discussion in 'Tools In Progress' started by nasos_333, Nov 1, 2014.

  1. nasos_333

    nasos_333

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    Sample of lit particles in Sky Master ULTIMATE, new demo scene for v4.9.2
     
    Last edited: Sep 24, 2019
  2. nasos_333

    nasos_333

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    UPDATE:

    I have managed to get the base of the SRP Sun Shafts effect working without the Image effect stack v2.0, in LWRP using a custom forward renderer, so that option will soon be available for use in Unity 2019.3 with URP, where the stack is no longer working.

    I will update when the package is sent to the store for review.
     
  3. nasos_333

    nasos_333

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    HDRP volume clouds WIP
     
  4. nasos_333

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    Video HDRP volume clouds WIP, with reflections and lightning
     
  5. nasos_333

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    Top down HDRP clouds view
     
  6. nasos_333

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    Video HDRP volume clouds WIP, dusk time and various cloud types and manipulations
     
  7. nasos_333

    nasos_333

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    Sky Master ULTIMATE
    v4.9.2 has been released in Unity Asset Store !!

    v4.9.2

    - Added two scenes, round planet sample and lightning
    - Changed shadows on particle script to affect alpha as choice
    - Added round planets script for demo
    - Fixed issue where added Water Drops from configurator Camera FX section would be unlinked from the Sky Master manager reference upon entering play mode if the prefab is used.
    - Fixed prefab issue where underwater was not properly triggered (needed terrain setup)
    - Added going underwater trigger even if terrain setup is not performed, for more versatility
     
  8. nasos_333

    nasos_333

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    Volume fog and sun shafts

    Image effect volume clouds with integrated volume fog


    Shader volume clouds with sun shafts and volumetric fog with noise, with reflections and refractions in the new LWRP water shader. Fog affects transparency as option. Shader volumetric clouds work in HDRP as well.



    Image effect volume clouds with sun shafts


    I post some of the LWRP work in progress, both clouds (shader and image effect) are now working, i am doing the final refinements in the image effect ones as well and they combine very nice with the URP Sun shafts.

    All those should work in the new Unity 2019.3 URP platform, as they are custom forward renderers in the pipeline. I hope similar scheme is used when HDRP custom rendering will be enabled.
     
  9. nasos_333

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    Volumetric light tweaking guide WIP, this part shows how is sync of the noise between lights, using the same noise parameters
     
  10. nasos_333

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    UPDATE:

    Volumetric lighting, fog and clouds are now finalized for LWRP and URP. These new versions use the custom forward renderer feature of URP and thus are future proof and compatible with latest Unity versions and Beta (not require post processing stack).
     
  11. nasos_333

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  12. nasos_333

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    Volume clouds for xSTREAM version, new videos with look from above clouds



     
    Last edited: Nov 28, 2019
  13. nasos_333

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    Sky Master ULTIMATE v4.9.3 has been submitted to the store and pending review.

    - Fixed issue where reflections and sky might flicker when both scene and game windows
    were present
     
  14. nasos_333

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    Sky Master ULTIMATE v4.9.3 is now up in the store !!!.

    v4.9.3
    - Fixed issue where reflections and sky might flicker when both scene and game windows
    were present
     
  15. nasos_333

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    Sky Master ULTIMATE v4.9.4 has been released in Unity asset store !!!.

    v4.9.4
    - Add changes - fixes in volumetric clouds
    - Fixed PS4 issue with dot product in shader
    - Fixed issue with depth texture handling when building for Android
    - Fixed issue where clouds would not be visible at lower camera distances, a variable is added in the cloud controller to define far camera view distance as needed.
    - Added script that allows run time copy from one Volumetric clouds system to another
    - Added GI Proxy Linear color based sample scene
     
  16. nasos_333

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    HDRP Water for Sky Master ULTIMATE WIP

    Reflection, refraction and depth based effects are now fully working, shore handling module remains to finalize the whole system.
     
  17. nasos_333

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    HDRP Water for Sky Master ULTIMATE WIP

    Reflection, refraction, depth based and underwater effects
    are now fully working, shore handling module remains to finalize the whole system.
     
  18. nasos_333

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    Update:

    Sky Master ULTIMATE v4.9.5 has been released in Unity Asset Store

    v4.9.5
    -
    Fixed issue where the new volumetric light system conflicted with the standard assets "post image effect base" script from Unity
    - Fixed issue where the sky color would not update instantly in editor time when time of day is changed rapidly.
    - Added variable to allow instant color change when in play mode as option, if instant shifting to other times of day is needed during gameplay.

    The sky coloration related changes apply to the gradient and curve based sky coloration method.
     
  19. nasos_333

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    Sky Master ULTIMATE v4.9.6 has been submitted to the Unity Asset Store

    v.4.9.6
    - Solved issue with water having artifacts on MACs, when Metal is used with deferred mode. Reason was that "Zwrite Off" directive was not enabled in the water shader.
    - Addressed an issue where downscaling for reflections would not affect the far distance and "L sampling" factors
    - Disabled colliders in some of the water planes
    - Adjust default water fog start distance higher
     
    Last edited: Oct 30, 2019
  20. nasos_333

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    WIP on the Oceanis HDRP water, newly added Sub surface scattering and shore handling with retractable thin water effect.
     
  21. nasos_333

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  22. nasos_333

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    Latest work in InfiniGRASS v2.0 for LWRP (http://u3d.as/jiM), automatic ground adaptation to any mesh (layer controlled), lighting and combination with the Sky Master ULTIMATE (http://u3d.as/agN) LWRP - URP effects (volumetric clouds, sun shafts and fog)
     
  23. nasos_333

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    WIP on InfiniGRASS v2.0, usage with Sky Master ULTIMATE and soft shadows
     
  24. laurentlavigne

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    does it do self shadowing and can you render nebulas like in fog volume 3?
     
  25. nasos_333

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    The system is focused on performance, so this version does not support fly through, such that can be blazing fast. The coming xstream version will support fly through, round planet style curving etc

    Not sure on nebula style though. Both current and xstream support self shadowing in cloud volume.
     
    Last edited: Nov 26, 2019
  26. laurentlavigne

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    something like this
    upload_2019-11-26_13-55-30.png
    where the SDF is defined with boxes, spheres and capsules and 3D noise modulates the density (and self shadowing)
    xstream is a new mode? why fly through is a performance hog? I won't need fly through in fact, just solid object occlusion and ideally also glowing object occlusion.
    also does it blur what's deep inside the volume, to simulate droplet scattering?
    Could you show the scene setup for your photos with tall cloud formations?
     
  27. nasos_333

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    Here is some higher cloud altitude from current system, i will post from xstream also later.








    xSTREAM





    About performance, if you have fly through you cannot do the optimizations i do for clouds when are only on background, ULTIMATE clouds are exponentially faster than anything that uses full volume effect by default this way.

    And i can hide objects behind clouds in ULTIMATE case, like the moon etc
     
  28. laurentlavigne

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    gorgeous but i see you've downsampled the clouds, what's the perf hit if you 1:1?
    show me how you model clouds.
     
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  29. nasos_333

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    I usually downsample by 2, which gives only little difference to 1 to 1, the performance in 1 to 1 is lower. Of course you have option to go any downsampling and then play with noise sampling, and cover artifacts with the included temporal aa, but this has other up and downsides.

    Not sure what you mean how i model clouds. I raycast through the noise texture mainly. In the ultimate ones you can also do calcs per x frames, which exponentially increases performance and i also interpolate so effect looks smooth even by per 6 or 8 frames calcs. How good it looks depend also on overall performance, e.g. when game is high fps looks better in motion and same time contributes to this top fps.
     
  30. laurentlavigne

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    what I mean by modeling cloud is : how do you give the raymarching volume a shape, for example make a cloud shaped like a giraffe
     
  31. nasos_333

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    I see, i dont have that functionality, you can use a texture as a 2D density map though and tile it as needed, plus control local region around a point as well (e.g. my mobile and volcano sample scenes), but not shaping by a 3d object.
     
  32. laurentlavigne

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    okok thanks
    how does it compare to fog volume 3?
     
  33. nasos_333

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    I dont own the asset, so not sure.
     
  34. nasos_333

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    Sky Master ULTIMATE v4.9.7 has been released at the Unity asset store.

    v4.9.7
    - Further optimized few of the demo scenes
    - Added mobile volume clouds demo scene
     
  35. nasos_333

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    A few more cloud examples, some photos are from the new water system also
     
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  36. nasos_333

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  37. nasos_333

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  38. nasos_333

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    WIP on xSTREAM cloud system
     
  39. nasos_333

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  40. nasos_333

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  41. nasos_333

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  42. nasos_333

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  43. nasos_333

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    Sky Master ULTIMATE volume clouds for URP - WIP
     
  44. nasos_333

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    Sky Master ULTIMATE volume clouds for URP - WIP 2
     
  45. nasos_333

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    URP volumetric clouds WIP, extreme performance mode that allows clouds in extreme detail with minimal impact on frame rate
     
  46. nasos_333

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    URP volumetric clouds WIP
     
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  47. nasos_333

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  48. nasos_333

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  49. nasos_333

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  50. nasos_333

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    I attach two video tutorials showing the prefab creation and wind manipulation options for InfiniCLOUD.