Altos

Universal Render Pipeline

Clouds over mountain terrain at sunset
Clouds during sunny day
Sun behind Altos clouds
Colorful bright clouds in a forest
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Summary

A complete sky system for Unity. Altos provides all the tools you need to craft a stunning sky: volumetric clouds, a procedural skybox, a day-night system, and more.

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Description

Overview

A complete sky system for Unity. Altos provides all the tools you need to craft a stunning sky: volumetric clouds, a procedural skybox, a day-night system, and more.

Replace your static skybox with Altos' infinitely customizable sky in 60 seconds without writing code or paying hundreds of dollars.

Easy to use. Beautiful results. No coding required.

  • Fully dynamic and customizable sky.
  • Fully customizable day-night cycle.
  • Fully customizable volumetric clouds with high-quality temporal anti-aliasing, render scaling, and the ability to render in front of opaque geometry.
  • Realistic sun, moon, and star rendering.
  • Built-in atmospherics with horizon-blended depth fog.

Join hundreds of other game devs already using the best sky for Unity.

  • "This asset does exactly what it says it does and does it beautifully. Easy to install and configure, it gives a very atmospheric feel to your scenes. Great work."
  • "I absolutely love this asset! It helped my project so much and the clouds look amazing! Thank you so much for offering this Asset! :)"
  • "By far the best sky I found at a good price and very well documented."

Powerful Features

Volumetric clouds

  1. Drag-and-drop volumetric cloud setup.
  2. Control the performance impact.
  3. Profiled to <2ms at medium-quality settings.
  4. Make it beautiful: Control the cloud density, cloudiness, lighting intensity, sun color influence, sky color influence, cloud layer height, and thickness, as well as base and detail noise scale and speed.

2D clouds

  1. Set the speed for the cloud textures to pan through the skybox.
  2. Configure the base color and shaded color for the clouds to easily fit your color palette.
  3. Decide how much the sun influences the lighting of the clouds.
  4. Change how much the clouds are affected by the color of the skies.
  5. Easily transition from cloudy to clear skies with controllable cloud thresholds.
  6. Modify the cloud and cloud shading sharpness to customize the look of your clouds - super soft and fluffy, or really crisp and stylized.
  7. Uses custom UVs to ensure you can have clouds directly overhead without any UV “pulling” at the top of the skybox.

Time of Day Configuration

  1. Configure any number of named "Times of Day" like Night, Dawn, Day, and Dusk with customized sky colors.
  2. Control the size and color of the sun to fit your game’s atmosphere.
  3. Easily skip to specific times in the day.
  4. Control how long it takes to transition between different times of the day.
  5. Set the overall day length with a controllable slider to determine how long one real-life second is in-game.

General

  1. Built-in dithering to prevent banding on soft sky gradients.
  2. User-friendly UI.

High Performance

  1. Profiled to <2ms using medium-quality settings.
  2. Control your performance impact using built-in performance controls and optional features.

Demo

FAQs

Can I set the time of day via script?

  • Yes! Use the [.c]SetTime[.c] or [.c]SetDayAndTime[.c] public methods in the [.c]SkyDefinition[.c] scriptable object to set the day and time.

Can I fly through and above the volumetric clouds?

  • Yes. On your Cloud Definition, set the [.c]Rendering Mode[.c] to [.c]Clouds Render Over Opaque Objects[.c].

The clouds are too bright! What do I do?

  • Open your Cloud Definition, click on Basic Configuration, and then look at your Lighting settings. You may need to adjust the Sun Color Mask, Ambient Exposure, or HG Strength.
  • Now go to your Low Altitude Configuration and look at the Lighting settings there. You may need to adjust the Max Lighting Distance or the Multiple Scattering Octaves, Amp Gain, and Density Gain parameters to get the look you want.

Does this asset include 3D Textures?

  • Yes. We include 4 types of 3D noise at 4 quality levels for each type. These noise types include Perlin, Perlin-Worley, Worley, and Billow Noise.

Is Altos compatible with Forward and Deferred Render Paths?

  • Yes. Altos is compatible with both Forward & Deferred Render Paths.

Quick overview of the asset and how it works?

  • Altos is a complete sky system composed of several individual modules. At a high level, Altos offers a Day-Night Cycle, Star Rendering, Sky Object (Sun, Moon, Planets) rendering, Atmosphere Rendering, Ambient Lighting, Low Altitude Cloud Rendering, and High Altitude Cloud Rendering system.
  • These modules consist of a Sky Definition, Cloud Definition, Star Definition, and Atmosphere Definition. Altos also acts as the parent to one or more Sky Objects (Suns, Moons, Planets, etc.) each of which has its own configuration.
  • Each module is configured via a [.c]Definition[.c], which is a Scriptable Object asset. As such, these Definitions are interchangeable and hot-swappable during editor and runtime.
  • Altos is a completely standalone sky rendering process that fully displaces Unity's built-in process.

What's the sky rendering process?

  • Black background to simulate dark space.
  • Compute-shader based quad mesh stars, rendered with a custom star rendering shader. Blended additively over the space background
  • Quad mesh sky objects, rendered with a custom sky object rendering shader - we simulate RGB wavelength atmospheric attenuation, RGB limb darkening, and more.
  • Sky atmosphere, rendered with a custom sky atmosphere rendering shader - we use your keyframes together with the time of day and the sky object positions to influence the sky color.
  • Low altitude and high altitude clouds rendered as a single pass - these can be depth tested or rendered to the skybox.
  • Cloud shadow pass, rendered to a texture and then to the screen.

Can I fly into space?

  • No. Altos is designed for terrestrial surface- and near-surface based use cases.

Is Altos compatible with URP decals?

  • Yes. Altos is fully compatible with URP decal rendering.

What is a Sky Definition? What can I customize?

  • The Sky Definition consists of two main legs: The DateTime system and the Period of Day system.
  • The DateTime system is the core of the day-night cycle. Altos tracks a continuous System Time clock, which starts at an arbitrary 0 value and continues infinitely through to the max float value. The [.c]CurrentDay[.c] is tracked as the System Time / 24. The [.c]CurrentTime[.c] is reported as System Time % 24. You can set the time or day via script.
  • You can set the Initial Time (range [0, INF]), which is the system time that will be set when you enter play mode and the system time that will be used when in editor.
  • The Period of Day system represents a set of keyframes that describe the sky appearance based on the [.c]CurrentTime[.c] value. Day overflow and other considerations are handled automatically by Altos.
  • You can have any number of Periods of Day.
  • A [.c]Period of Day[.c] is a Keyframe. Each Keyframe defines the end point of a smooth, continuous transition from the previous Keyframe.
  • You can customize the [.c]Start Time[.c], [.c]Name[.c], [.c]Sky Color[.c], [.c]Equator Color[.c], and [.c]Ground Color[.c] for each Keyframe.
  • Note: The [.c]Ground Color[.c] only affects the Ambient Lighting system.
  • The name does not need to be unique, and is not used for any internal systems - just for your ease of use.

What is a Visibility Definition? What can I customize?

  • The Visibility definition is a lightweight system integration that controls the distance one can see as determined by light and weather conditions. You get to set this value. Realistic values can range from less than 1km to more than 200km.
  • You can change the [.c]Visibility Distance[.c].
  • How does it work? We render the Sky Atmosphere pass to a low-resolution custom render texture during the sky setup passes. Later, we run a depth-based visibility pass that does an exponential depth fog blend between the scene color and the sky color at that pixel.
  • This approach lets us get pixel-perfect, beautifully blended atmospheric attenuation.
  • Note that this is not intended as a supplement for real volumetric fog or depth fog. Instead, it's intended to simulate physical visibility attenuation as distant bounced light in the atmosphere reaches your eyes and reduces the contrast of distant objects.

What is a Star Definition? What can I customize?

  • You can set the appearance, flickering frequency, size, and positioning characteristics of the star system.
  • The star system is made up of a Compute Shader that renders the [.c]Count[.c] number of quad meshes, each rotated randomly, in a sphere around the camera.
  • By default, the star system assigns a color and brightness value to each star in the sky. These values are based on a proprietary distribution model using scientific star brightness and color data.
  • You can use these values, you can tint the [.c]Color[.c] and [.c]Brightness[.c], or you can ignore them altogether by unchecking the [.c]Automatic Color[.c] and [.c]Automatic Brightness[.c] options.
  • You can set any [.c]Texture[.c] as an input for the stars. The stars use an additive blend mode, so there's no need to enable transparency for the input texture.
  • You can set the [.c]Flicker Frequency[.c] and [.c]Flicker Strength[.c]. These values are also automatically adjusted near the horizon; stars appear to flicker more often at the horizon due to atmospheric attenuation.
  • You can set the [.c]Size[.c]. (We automatically distribute the stars in a range around the input size. This isn't configurable.)
  • From a positioning standpoint, the basic concept is that you are on the equator and true north is aligned with +Z axis. As a result, the stars rotate around the +Z axis. You can adjust the [.c]Inclination[.c] to tilt the stars, which adjusts the axis around which the stars will rotate.
  • The stars automatically make one full rotation each 24hr period. You can lock the stars in place by checking the [.c]Position Static[.c] checkbox.

What is a Cloud Definition? What can I customize?

  • The cloud definition is made up of three parts: Basic Configuration, Low Altitude Configuration, and High Altitude Configuration.
  • Basic Configuration lets you set general rendering, lighting, atmosphere, and shadow parameters.
  • Low Altitude Configuration lets you set up the Modeling, Lighting, Weather, and Cloud Shape parameters for low altitude clouds. These are the big fluffy ones close to the ground.
  • High Altitude Configuration lets you set up the Density, Cloud Coverage, and input Textures for the high altitude clouds. These are the high up, thin, whispy ones.

How do Cloud Shadows work?

  • We create an orthographic camera from the main light position and sample the low altitude cloud density to create a cloud shadow map containing a set of cloud shadow properties.
  • We temporally integrate these results with our temporally anti-aliased cloud shadow map.
  • Later, during a screen-space depth pass, we sample from this cloud shadow map to apply the cloud shadows to the screen.
  • Alternatively, you can sample from the cloud shadow pass directly if you want physically based results. Use the [.c]CloudShadows.hlsl[.c] include file and call the [.c]GetCloudShadowAttenuation[.c] method, passing in the World Space position of the fragment you'd like to shade.

Can I render the volumetric clouds as part of the skybox?

Yes. You have two options for how Altos handles the Z Distance when rendering clouds. The clouds can either (1) respect depth-writing geometry and occlude objects that are behind them, or (2) ignore depth-writing geometry and render as part of the skybox.

  1. Go to your Sky Director, then open the Cloud Definition asset.
  2. Click on the Basic Configuration in the Inspector.
  3. Look for the Rendering Mode option in the Rendering section.
  4. Set the [.c]Rendering Mode[.c] to [.c]Background Only Clouds[.c].

One caveat: You cannot have a mix of modes (1) and (2) where you respect some depth-writing geometry and ignore other depth-writing geometry.

Can the volumetric clouds render in front of opaque geometry (i.e., do they support fly-through?)

Yes. You have two options for how Altos handles depth-writing geometry when rendering clouds. The clouds can either (1) respect depth-writing geometry and occlude objects that are behind them, or (2) ignore depth-writing geometry and render as part of the skybox.

  1. Go to your Sky Director, then open the Cloud Definition asset.
  2. Click on the Basic Configuration in the Inspector.
  3. Look for the Rendering Mode option in the Rendering section.
  4. Set the [.c]Rendering Mode[.c] to [.c]Render In Front of Opaque Geometry[.c].

One caveat: You cannot have a mix of modes (1) and (2) where you respect some depth-writing geometry and ignore other depth-writing geometry.

Does Altos render volumetric clouds that are offscreen?

No. Altos only renders clouds that are on-screen. This maximizes the performance of the asset by ensuring we only sample the cloud data where it will be shown to the player. However, the volumetric clouds do account for lighting and shadows from offscreen clouds. The cloud shadows also take into account offscreen clouds as well.

When I enable Altos, I receive console warnings for Resource ID is out of range. What do I do?

Altos may have been incorrectly set up when importing into your project. Try re-importing Altos or importing Altos to a clean project.

Is Altos designed for VR?

No, Altos has not been designed for VR and may not work on some or all VR devices.

Can I use Altos clouds with a different skybox?

This is not supported in the current release version. The clouds depend on our custom Sky Pass for visibility blending and lighting. We don't even render the skybox using the built-in skybox material slot because this gives us more control over how and when we render the sky. In the future, we want to make this aspect more flexible and componentized, but this also makes it more difficult to maintain and optimize. That being said, we are definitely looking seriously at ways to support this use case.

Does Altos support multiple directional shadows?

Universal Render Pipeline currently does not support multiple directional shadow casters. We want to write a full extension to Unity URP to offer support for multiple directional shadow casters to enable this use case, but for now we are stuck with the URP single directional light shadow caster constraint.

When I make the Sky Director a prefab, I get an error and/or my sky objects don't render correctly. What do I do?

The SkyObjects list may need to be refreshed. Try entering Play mode, then exiting Play mode. Validate if the issue is resolved.

Can I disable Altos for specific cameras?

Yes. This can be useful for Overlay, UI, or Effects-related cameras. To disable Altos for a specific camera, simply add the [.c]DisableAltosRendering[.c] component to that camera.

Does Altos include any star textures?

Yes. Altos includes 9 star textures that you can use to customize the stars in your game. You can also author your own star textures.

Changelog

4.5.1

January 24, 2023

  • Fixed a bug that resulted in incorrect Decal lighting.

4.5.0

January 20, 2023

  • Improved cloud shadow rendering.
  • The atmosphere shader now supports up to 8 sky objects affecting the atmosphere lighting state. Control the intensity of the sky object atmosphere shading using the falloff setting on the associated sky object.
  • Improved star rendering.
  • Added additional star textures.
  • You can now use the Altos clouds alone in the scene without the other components.
  • Improved overall performance and code quality.

4.4.0

January 13, 2023

  • Improved cloud upscaling algorithm
  • You can now disable Altos for specific cameras in scene. This can be useful for Overlay, UI, or Effects-related cameras. To disable Altos for a specific camera, simply add the [.c]DisableAltosRendering[.c] component to that camera.

4.3.1

January 12, 2023

  • Fixed some null reference exception errors that could occur under unusual circumstances.

4.3.0

December 20, 2022

  • The SkyboxDefinition now has two public methods, [.c]SetSystemTime[.c] and [.c]SetDayAndTime[.c], that allow you to directly set the current time of day from a script.

4.2.0

December 19, 2022

  • You can now customize the number of stars.

4.1.0

December 12, 2022

  • Added more parameters to control star rendering.
  • Automatic star color is now an optional setting.
  • Automatic star brightness is now an optional setting.
  • You can now customize the star color for both automatic and non-automatic settings.
  • You can now tilt the star sphere.
  • You can now lock the star sphere in place.
  • Added more tooltips and summaries for various properties.
  • Added a cheap ambient lighting mode option.

4.0.3

December 9, 2022

  • Fixed an issue with the sky objects failing to respect the time of day setting during gameplay.
  • Added a tracker for the number of days elapsed: [.c]SkyDefinition.CurrentDay[.c]
  • Cleaned up the Sky Director, moving multiple methods to the Sky Definition.
  • Cleaned up the logic for the active time of day, adding in a [.c]SkyDefinition.timeSystem[.c] variable instead that is evaluated at runtime for [.c]SkyDefinition.CurrentTime[.c] and [.c]SkyDefinition.CurrentDay[.c] values.

4.0.2

December 7, 2022

  • Altos now renders correctly when using the Deferred Render Path.

4.0.1

December 7, 2022

  • Fixed an issue with incorrect depth testing during rendering.
  • This was an issue with assigning the depth target when writing to a temporary render target within a command buffer.

4.0.0

December 5, 2022

  • Cloud shadow rendering
  • Revamped sun positioning system
  • Revamped planets and moons system
  • Revamped star rendering system
  • Revamped global illumination system
  • Revamped atmospherics system

3.1.0

September 25, 2022

  • Depth Fog now renders before transparents and before the cloud pass. This should improve compatability with transparent objects in scene and should avoid inconsistent shading on opaque objects behind volumetric clouds.
  • Unclamped Depth Fog Start and End values, giving more flexibility over how depth fog appears in your scene.
  • Periods of Day are now treated as Keyframes. The skybox will linearly interpolate from the current keyframe to the next keyframe. This gives more control over the skybox color settings and removes some bandaids included to compensate for the old approach.

3.0.0

September 22, 2022

Volumetric Cloud Improvements

  • Improved volumetric cloud lighting and density methods. Clouds will now render more realistically and with greater detail.
  • The Cloud Sun Color is now a Sun Mask Color. The clouds will use the scene sun color and multiply it by the mask color. This improves the rendering quality by improving the consistency of scene-cloud lighting.
  • Cloud Render Texture sampling and upscaling is now performed using a dithered min depth coverage system. This helps to prevent incorrect depth samples from appearing in the Cloud Upscaling results. These incorrect depth samples would appear as black artifacts around scene objects, especially under camera or object motion.
  • Removed the Custom render scale option. This option is incompatible with the new dithered depth coverage system.
  • Local Rendering is now limited to Half or Full render scales.
  • Skybox Rendering still supports Quarter, Half, or Full res render scales.
  • Temporal Anti-Aliasing is now performed after upscaling. This helps the TAA texture retain higher-quality data from frame-to-frame and improves the final render quality.
  • Ray Depth now correctly accounts for the ray direction. Clouds in the edge of the screen will no longer fade out of view early.
  • Procedural cloud weathermaps are now generated with more octaves, leading to a higher degree of quality in weathermap coverage results.
  • Replaced all Volume Textures with newly created higher quality Volume Textures and simplified the Volume Texture loading system. These Volume Textures also now support mipmaps.
  • Clouds are now sampled using a mipmap approach; clouds further away will be sampled using lower-detail mip levels than those nearby.
  • High Altitude Clouds now rendering using multiple sampling steps, resulting in high altitude clouds that appear more 3-dimensional. These clouds now also sample lighting through each of these steps, effectively mimicking the approach used by the real low altitude volumetric clouds
  • Improved the Ambient Lighting model so that clouds now have more apparent depth and detail from ambient lighting.
  • Improved the Outscattering Lighting model so that clouds now have more accurate outscattering light results.
  • Improved the Direct Lighting model so that clouds now capture more light deeper into the cloud volume, yielding smoother and more realistic cloud lighting results.
  • Improved the Inscattering Lighting model so that clouds now more accurately demonstrate the effects of in-scattering in dense regions.
  • Improved the Fog Lighting model so that low altitudue and high altitude clouds are fogged according to a shared fog density property.
  • Curl Noise will now be applied on both the xz and xy axes, resulting in improved curl definition and results.
  • High altitude clouds sampling method has been adjusted. Before, you had 3 noise texturues that combined for the high altitude cloud covearge. Now, you have a Weathermap + 2 noise textures that erode from the weathermap for the final density.
  • Adjusted Henyey-Greenstein methods to yield more consistent and realistic results.
  • High Altitude Clouds are now sampled on their own cloud layer, adding parallax and depth to the cloud coverage.
  • Additional various performance optimizations.

Sun Lamp and Day/Night Cycle Improvements

  • The Sun Color is now set automatically by default based on the sun direction. The sun color and intensity is based on physically-based color temperature and intensity measurements. This improves the rendering quality by more closely replicating real light conditions based on the time of day.

Animated Skybox Improvements

  • The Skybox Sun Color is now a Sun Mask Color. The skybox will use the scene sun color and multiply it by the mask color. This improves the rendering quality by improving the consistency of scene-skybox lighting.

Utilities and Demo Scene Improvements

  • Added additional objects in the demo scene to help demonstrate the Cloud and lighting systems.
  • Added a script that will monitor your trailing average frame timing to help you more easily track performance impact from various cloud features.
  • Added an elastic bounce script that will automatically move some test objects in the demo scene to help observe various temporal artifacts.
  • Renamed the folder that contains options to create various sky Definition assets from Skies to Altos.

2.2.0

August 26, 2022

Bug Fixes

  • Skybox cloud speed will no longer increase indefinitely.

Improvements

  • Volumetric Cloud lighting has been improved.
  • Volumetric Clouds can now be controlled with a density curve.

Useful Additions

  • Now includes a free camera script to simplify demo usage.

2.1.2

Bug Fixes

  • Altos will now pull in a cloud volume even if it is only made available after an additive scene load.

2.1.1

Bug Fixes

  • Updated Render Passes so that they no longer call the CameraColorTarget outside of the RenderPass itself.

Housekeeping

  • Added a warning that will appear on versions of Unity prior to the 2021 LTS to help ensure users are aware when they are running Altos on an incompatible version of Unity.
  • Renamed some Render Passes classes to more accurately reflect the function of each class.
  • Removed now-unnecessary Version Defines from the Assembly Definition.

2.1.0

Major Update

  • The Altos 2022 Major Upgrade starts with release 2.1.0.

Editor Version Update

  • Altos will now be mainlined against 2021 LTS. All future releases will target 2021 LTS.

Bug Fixes

  • The cloud layer will no longer attempt to integrate with TAA Results during the first rendering frame. This improves first startup integration speed and screenshot quality.

2.0.0

Namespace Update

  • Changed namespace to be more consistent with other OccaSoftware products, which use the following namespace format: OccaSoftware.Productname. The new namespace for the core functions for this asset is now OccaSoftware.Altos. The editor namespace is now OccaSoftware.Altos.Editor. I don't expect future breaking namespace changes in this or other packages. This release is labelled as a major change for this reason.

Bug Fixes

  • Custom Passes within Altos no longer attempt to run during Reflection Probe camera passes. This resolves an issue causing Reflection Probes to return black when Altos custom passes were running.
  • Removed an unnecessary Motion Vectors flag setting from the Volumetric Cloud Volume script resulting in Console Warnings.

1.11.4

Bug Fix

  • Corrected a TAA rendering issue that would crop up when multiple viewports were open simultaneously in the editor.

1.11.3

Bug Fix

  • Corrected a Render Texture sampling issue that was causing Motion Vector-based reprojection to swim or distort on the screen in some cases.

1.11.2

Bug Fix

  • Corrected the Altos.Editor assembly definition so that Editor-only files are correctly excluded from builds.

1.11.1

New Features

  • Introduced Procedural Weathermaps, which dramatically improve the overall structure of the cloud distribution. These come with new parameters to give you more control over your weathermaps, such as: Weathermap Velocity, Weathermap Scale, and Weathermap Value Range.
  • Texture-based Weathermaps can now pan through space, with the introduction of the Weathermap Velocity parameter for Texture-based Weathermaps.
  • Improved High Altitude Cloud Rendering
  • Added another 2D Cloud texture that will now be the default for Skybox and High Altitdue Clouds.

1.10.1

New Features

  • Introduced Camera Motion Vector-based Reprojection for Temporal Anti-Aliasing.

1.9.7

Bug Fixes

  • Fixed an issue where the Render Features would attempt to execute even in scenes without a Skybox Director present. Going forward, Skybox Director must be present in any scene where you want any Altos Render Features to execute. These Render Features subscribe to the scene changed function and check the active scene upon change for their corresponding base class to be present (Star Object, Moon Object, Cloud Volume, Time of Day Manager). If the base class is not present at the time of scene load and is injected later, you will need to manually refresh the render features to ensure they pick up their references.
  • Fixed an issue where distant clouds would pop out of view when entering the cloud layer from below. Distant clouds now render correctly at all times.
  • Added VFX Graph define to eliminate errors experienced when importing Altos into a project where VFX Graph is not present. However, it is critical that you import VFX Graph first, before importing the Altos asset to your project. If you have imported Altos prior to importing VFX Graph, delete your OccaSoftware/Altos file path and re-import the asset so that VFX Graph can correctly configure the asset on import. If you do not do this, the asset will throw errors.
  • Cleaned up all scripts to be correctly scoped within publisher namespace (OccaSoftware).

1.9.6

Bug Fixes

  • Corrected a namespace access issue.

1.9.5

Bug Fixes

  • Fixed a star, moon, and cloud rendering issue for URP 12+. Note that this fix comes with the introduction of an Assembly Definition for the Altos folder path.
  • Fixed a type redefinition in the Clouds HLSL.hlsl definition that resulted in shader errors in Unity 2021.2+.

1.9.4

Bug Fixes

  • Fixed a star rendering issue for Unity 2020.3+

Minor Adjustments

  • Renamed Readme + Main Folder consistent with name change from Skies to Altos

1.9.3

Minor Adjustments

  • Fixed cloud rendering issue for Unity 2020.3+
  • Added Weathermap System.
  • This system enables users to dramatically increase level of detail of cloud data by predefing cloud "zones" and using volume textures to add detail. This is in contrast to the prior system, where the base volume texture itself was used to define cloud zones, thereby failing to fully take advantage of the value of the 3D texture data.
  • Added RenderScale, Planet Radius, and Volume Channel Influence Falloff default options
  • Sterilized tiling values for Skybox Clouds
  • Added 6 new seamless tiling textures
  • 5 abstract noise textures (Clouds, Fire, Flower, Waves, Petals)
  • 1 Weather Map texture (Weather Map 1)
  • Cleaned up file hierarchy
  • Various performance improvements

1.9.2

Minor Adjustments

  • Renamed from Skies to Altos
  • Added in-scattering support for clouds
  • Extended some editor options
  • Slightly adjusted cloud modeling formulas
  • Replaced the HG Forward/Back Blend term with an HG Max term that chooses the greater of the forward and back terms.
  • Changed sun shape definition formula for skybox
  • 3D Textures now correctly include an alpha channel

1.9.1

Minor Fixes

  • Added horizon cutoff (clouds no longer render below the horizon)
  • Clamped Henyey-Greenstein Coefficients to prevent clipping artifacts at high values
  • Corrected High Altitude Cloud Rendering formulas
  • Added lighting support for high altitude clouds

1.9.0

Revisited Volumetric Cloud Rendering Systems.

  • Clouds now render using physically based lighting and rendering algorithms.
  • Clouds now are configured using a completely standalone editor using a Cloud Definition construct.
  • Clouds come with 3 Volumetric Noise types (Perlin, Perlin-Worley, Worley) and 4 Volumetric Noise Quality levels (Low, Medium, High, Ultra)
  • Clouds now supports low-altitude volumetric rendering with up to 3 levels of detail (Base, Detail 1, Detail 2) and high-altitude 2d rendering (3 textures) along with the pre-existing skybox cloud rendering (2 textures).
  • Clouds also support Temporal Anti-Aliasing, full control over render scale (continuous from 0.1x to 1x)
  • Clouds now also support Skybox OR Local Rendering, allowing the clouds to be rendered in front of opaque objects in the scene.

Revisited Star and Moon Rendering Systems.

  • Stars now render more accurately.
  • The moon is now rendered in full 3d
  • The moon now supports physically accurate and controllable phases
  • The moon is now rendered using a rendering pass within the Stars Rendering Feature. The Stars Rendering Feature now acts as a generic Celestial Bodies Rendering Feature.
  • Stars are defined using a Star Definition object.
  • Moon is defined using a Moon Definition object.

Performance Improvements

  • Improved the performance of the Time of Day systems by moving several methods from Update to On-Demand functionality.

1.8.0

Feature Update

  • Added controls that enable you to blend Volumetric Clouds with the Horizon to integrate with the Depth Fog functionality.
  • Added parameters to give finer control over Volumetric Cloud alpha fadeout near the horizon.
  • Added a Stars Rendering Feature that enables you to ensure Stars are always rendered behind Volumetric Clouds.

Housekeeping

  • Cleaned up naming conventions in some Render Features.
  • Updated readme docs to reflect these new functionalities.
  • Cleaned up assets that were associated with features that were simplified to no longer require direct material references.
  • Fixed terrain import data so that it includes layer data needed for the demo scene.

1.7.0

Feature Update

  • Added one-click setup for the hierarchy and Time Of Day Manager configuration. It is now much easier to set up this asset in new scenes.
  • Sun and Moon Lamp light configuration now uses light temperature rather than light color to enable more realistic lighting results. This is optional, but enabled by default, and can be switched back to using color by disabling the "use light temperature" option on each directional light.
  • Moved Stars to a persistent game object. Stars will now appear in the Scene view.

Bug Fixes

  • Fixed an issue that resulted when the Render Clouds command buffer shared the same command buffer designation as other render features.

1.6.0

Feature Update

  • Added a Moon + Moon Shadowing support.
  • Added horizon-blended fog into the Skybox.
  • Added a Depth Fog image post effect, configurable from the Skybox Definition editor.
  • Improved the quality of interaction between the Sun and the Volumetric Clouds.
  • Updated file structure from Assets/Skies to Assets/OccaSoftware/Skies as per Unity Guidelines.

1.5.0

Feature Update

  • Improved stars.

1.4.0

Feature Update

  • The Skybox Definition inspector will now show you the current in-game time in hh:mm:ss format to enable easier debugging.
  • The Skybox Definition inspector will now cache the Time of Day and retain it upon entering and exiting playmode.

Bug Fix

  • Changes to your Skybox Definition will now be saved when exiting and re-launching the Unity Editor.
  • Moved the "Volumetric Clouds Merge Pass" Shader into the /Shaders/Resources folder so that it is correctly included during a Build.

1.3.1

Bug Fix

  • Volumetric Cloud Rendering now works in more recent versions of Unity.

1.0.0

  • Initial release

More Assets

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