Just a quick update on a few things: I decided to include some simple weather type management (fade between weather types) regarding the sky dome parameters (mainly cloud-related) but no particle effects for now as most of you wanted to keep the package focused, but some wanted to at least control the sky dome a little better. It's wrapped in a single script that's disabled by default and should be easily customizable. I hope this solution is okay for most of you guys, but as always I'm open for feedback. For now there will only be the three basic weather types clear, cloudy and stormy (+ any of your custom settings of course) as the focus of 1.5 is on all the other new stuff and changes. It's still a possibility to offer some sort of addon containing rain and snow particles, snow shaders and weather sounds at some point in the future, but as most of you said that's not the point of Time of Day itself. I thought those of you targeting high performance platforms (PC, consoles) for games like flight simulators may want to have 3D volume clouds. I therefore decided to start working on a volumetric cloud system (sold separately, fully compatible to Time of Day). I implemented a technique that (as far as I know) hasn't been done in Unity before and isn't even being used in most current AAA games (flight simulators might do something similar but the exact technical details are unknown in most cases). It offers superb performance compared to clouds consisting of hundreds of alpha blended particle renderers and is based on actual volume rendering of 3D textures. The results I achieved so far look really good, you can definitely look forward to it if you're interested in that sort of thing. I'm going to submit Time of Day 1.5 for review this week.