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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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    I have created a few new voiced videos, more will come later as well. These have the benefit that also explain some of the behind the scenes actions when using the configurator front end.

    Sky Master ULTIMATE v3.3 tutorials (Voiced):




     
  2. nasos_333

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    A few pics i took while testing the new prefabs

    The prefabs will have both a mesh and a Unity terrain setup with detailed instructions to switch between them and use a new terrain (this is an in depth at what is behind the scenes, the configurator may also be used to setup a new terrain automatically)
     
    Last edited: Mar 8, 2016
  3. nasos_333

    nasos_333

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    I added one more tweak for the Inspector after the extra testing, to make it easier to adapt a new terrain (for auto adding the new terrain handler to the water handler reference, for image effect control in underwater)

    Sky Master ULTIMATE v3.3b

    - Added check for TData if Unity terrain is inserted after script, so the TData can be grabbed properly (checks if null and regrabs the active terrain TData). Also the TData parameter is exposed so it can be nullified to regrab the terrain TData on demand if the terrain needs to change after the initial configuration.
    - Added prefabs for direct drop in scene, with and without water & latitude/longitude system variants
    - Fixed Moon light water specular when lat/lon system is used (specular was opposite of the proper direction)
    - Changed renderqueue of water in Atoll demo to the default
    - Added automated handling of changing terrains for water (adds new terrain manager to water system, if exists)
    Normally this was done only when the water was added to the scene after the terrain manager was inserted.
     
    Last edited: Mar 8, 2016
  4. nasos_333

    nasos_333

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    FInal list of features in the upcoming version

    Sky Master ULTIMATE v3.3b

    - Added check for TData if Unity terrain is inserted after script, so the TData can be grabbed properly (checks if null and regrabs the active terrain TData). Also the TData parameter is exposed so it can be nullified to regrab the terrain TData on demand if the terrain needs to change after the initial configuration.
    - Added prefabs for direct drop in scene, with and without water & latitude/longitude system variants
    - Fixed Moon light water specular when lat/lon system is used (specular was opposite of the proper direction)
    - Changed renderqueue of water in Atoll demo to the default
    - Tweaked moon light default to a lower setting (night was rather bright by default)
    - Added automated handling of changing terrains for water (adds new terrain manager to water system, if exists)
    Normally this was done only when the water was added to the scene after the terrain manager was inserted.
    - New Reflection probe settings and options, to reflect the Unity 5 skybox, set update rate and list of materials to assing the reflection cubemap to automatically.
     
    Last edited: Mar 9, 2016
  5. nasos_333

    nasos_333

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    Dynamic volumetric shader based clouds (Sky Master ULTIMATE v3.4 - WIP):



    The effect is SM2.0 for global compatibility. A SM3.0 version will also be available with more features in lighting.

    Sky Master ULTIMATE is ON SALE for a limited time !!!
     
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  6. nasos_333

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    Final list of features in the upcoming 3.3b version (added more control over skybox ambient update and coloration)

    Sky Master ULTIMATE v3.3b

    - Added check for TData if Unity terrain is inserted after script, so the TData can be grabbed properly (checks if null and regrabs the active terrain TData). Also the TData parameter is exposed so it can be nullified to regrab the terrain TData on demand if the terrain needs to change after the initial configuration.
    - Added prefabs for direct drop in scene, with and without water & latitude/longitude system variants
    - Fixed Moon light water specular when lat/lon system is used (specular was opposite of the proper direction)
    - Changed renderqueue of water in Atoll demo to the default
    - Tweaked moon light default to a lower setting (night was rather bright by default)
    - Added automated handling of changing terrains for water (adds new terrain manager to water system, if exists)
    Normally this was done only when the water was added to the scene after the terrain manager was inserted.
    - New Reflection probe settings and options, to reflect the Unity 5 skybox, set update rate and list of materials to assign the reflection cubemap to automatically.
    - Added option to control ambient type (turn to skybox mode) and intensity, plus control the update rate for maximizing performance (the default ambient modes do not offer this option). This mode is now recommended for maximum performance gain and prefect adaptation of ambient to the skybox coloration.
     
    Last edited: Mar 9, 2016
  7. erichkr

    erichkr

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    The last video is amazing! These clouds are a serious competitor to the Nuaj' clouds!
    I can't wait to see them and FFT water :)
     
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  8. nasos_333

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    These are volume looking clouds, but not full volumes (like Nuaj or my particle system) and will mainly be for looking at from the ground.

    The clouds can be turned to look from up or down too, but not fly through. Maybe the fly through region could just be filled with volume particle clouds so the combinatios may give a full 3D cloud bed, this will be persued but i am not sure it will give the proper result yet)

    That said i have a method that gives a very nice result with very uneven clouds that better emulate the true clouds and dont seem too regular. I will expand on this so i can give a feeling like these are closer to real cloud formations than noise generated ones and this will be one of the strong points.

    Another thing i consider is texture manipulation for various effects over the base look, this will probably come after the intitial release.

    The lighting is also WIP, and i am now integrating the atmoshperic scattering and fog to the shader for even even more impressive look that will adapt to the sky as well. The current base is SM2.0 so can run on any device as well and the extras may require SM3.0 (like scattering) but i will try to put them all in SM2.0 if possible.

    Combined with the new full volume sun shafts and shadows could give a very epic look.

    The video shows only one layer, there will be more layers that will give various depth and vertical formation feeling as well.
     
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  9. nasos_333

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    UPDATE:

    Sky Master ULTIMATE v3.3b
    has been submitted to the store and is pending review.
     
    Last edited: Mar 14, 2016
  10. nasos_333

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    Moody atmosphere demo WIP

    Sky Master ULTIMATE is ON SALE for a limited time !!!
     
    Last edited: Mar 10, 2016
  11. nasos_333

    nasos_333

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    Dynamic volumetric shader based clouds (Sky Master ULTIMATE v3.4 - WIP)

    One layer group:

    Two layer groups (with density changes to showcase the density control):


    The effect is SM2.0 for global compatibility. A SM3.0 version will also be available with more features in lighting.

    Sky Master ULTIMATE is ON SALE for a limited time !!!
     
    Baraff likes this.
  12. nasos_333

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    New volcano effect for v3.4
     
  13. nasos_333

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    A few more pics from the volcano WIP, this will be added in the new volume weather effects category.

    I will also look for a suitable sound to play along the erruption.
     
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  14. nasos_333

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    UPDATE:

    I have noticed one major performance boost factor, which is the Ambient GI parameter in Unity Lighting settings.

    This parameters affects a lot the frame rate when set to "Realtime", so my suggestions is to set to "baked" for the more complex scene.

    This is a general optimization for skybox ambient, for all cases such is used.
     
  15. nasos_333

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    Sky Master ULTIMATE is on the Asset Store front page !!!

    A big thanks to the Unity store team :)
     
  16. nasos_333

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    UPDATE:

    Another feature for the next version will be the correct handling of Sky rendering preview in editor time based on the edtiro camera. This helps if the main camera is not in a position that will match well the game camera and the sky may be off the actual in game sky look.

    A quick fix for this is below:

    In SkyMasterManager.cs scipt

    Replace:
    Code (csharp):
    1.  
    2. if(skyboxMat != null){
    3.           Assign_Material_Props(skyboxMat,Cam_tranform);//transform);
    4. }
    5.  
    Replace with:
    Code (csharp):
    1.  
    2. if(skyboxMat != null){
    3.             //v3.3c
    4.             if (Application.isEditor && !Application.isPlaying) {
    5.               if (Camera.current != null) {
    6.                 Assign_Material_Props(skyboxMat,Camera.current.transform);
    7.               }
    8.             } else {
    9.               Assign_Material_Props(skyboxMat,Cam_tranform);//transform);
    10.             }      
    11. }
    12.  
    This will work in the editor when not in play mode and will keep play mode working as before.

    I will refine this method more and have it along the next update as well.
     
  17. nasos_333

    nasos_333

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    UPDATE:

    Sky Master ULTIMATE v3.3b has been released to the store.

    Features & tweaks:
    - Added check for TData if Unity terrain is inserted after script, so the TData can be grabbed properly (checks if null and regrabs the active terrain TData). Also the TData parameter is exposed so it can be nullified to regrab the terrain TData on demand if the terrain needs to change after the initial configuration.
    - Added prefabs for direct drop in scene, with and without water & latitude/longitude system variants
    - Fixed Moon light water specular when lat/lon system is used (specular was opposite of the proper direction)
    - Changed renderqueue of water in Atoll demo to the default
    - Tweaked moon light default to a lower setting (night was rather bright by default)
    - Added automated handling of changing terrains for water (adds new terrain manager to water system, if exists)
    Normally this was done only when the water was added to the scene after the terrain manager was inserted.
    - New Reflection probe settings and options, to reflect the Unity 5 skybox, set update rate and list of materials to assign the reflection cubemap to automatically.
    - Added option to control ambient type (turn to skybox mode) and intensity, plus control the update rate for maximizing performance (the default ambient modes do not offer this option). This mode is now recommended for maximum performance gain and prefect adaptation of ambient to the skybox coloration.
     
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  18. nasos_333

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    Dynamic volumetric shader based clouds (Sky Master ULTIMATE v3.4 - WIP - Shader Model 2.0 variant)

     
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  19. nasos_333

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    Volume clouds WIP, coming soon in Sky Master ULTIMATE v3.4

    This is the SM2.0 variant that will play on any platform

    The system uses a unique method can give a very nice result with very uneven clouds that better emulate the true to life clouds and dont seem too regular. It is easy to mix clouds, formations and orientation of domes to get a fully customized look and effects.

    I will post pics and videos showing the full extend of the customization ability of the system soon.

    Please remember when possible to leave a review for the asset to help with the development of new features. Thanks in advance for any reviews and for all the reviews so far that have helped me get the system to the current state.
     
    Last edited: Mar 15, 2016
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  20. nasos_333

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    A few videos of the WIP for the new clouds
     
    Last edited: Mar 16, 2016
  21. nasos_333

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    Video and pics of the WIP for the new clouds
     
  22. nasos_333

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    Clouds WIP for v3.4

    UPDATE:


    A few tips on performance

    I have noticed one major performance boost factor, which is the Ambient GI parameter in Unity Lighting settings.

    This parameters affects a lot the frame rate when set to "Realtime", so my suggestions is to set to "baked" for the more complex scene. The ambient update from the sky is handled via the SkyMasterManager update rate as of v3.3b

    This is a general optimization for skybox ambient, for all cases such is used.

    Also note that in the Atoll demo there are a few heavy image effect filters, like distant blur that can be disabled to get full performance, it is recommneded to use some unified image effects asset from the store for best performance of filters as a general rule for performance enhcancement.
     
  23. nasos_333

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    UPDATE:

    A major performance boost is coming in the next version !!!

    Seems like a simple update rate definition in the sky parameters shader updating can give an exreme boost to performance !!!!

    This new performance boost will also be very usefull with the new volumetric clouds that have variable performance and can boost quality further due to this new optimization.

    I attach pics showing the performance boost and the new code lines to enable it, so can be used right away. Also i can send a hotfix for the SkyMasterManager.cs with this new optimization on PM request immediately.

    The update rate default will be 0.2f, which is update every 0.2 seconds, which is great for a normal sky cycle where the sky changes slowly and is good for a medium sun speed as well (barely see a difference). For fast sun speeds (e.g. a time lapse) the rate should be set lower so the sky updates a bit faster.

    For sun speed 0.8f (which is a fast day cycle) the ideal setting is around 0.08-0.1f.
     
    Last edited: Mar 17, 2016
  24. nasos_333

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    Some of the WIP for the new clouds system (shader based volume clouds, to go along the shader based current system and volume particle clouds)
     
  25. nasos_333

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    Sky Master ULTIMATE v3.3c - Performance adjustements, better sky preview in editor and tweaks

    - Removed Skydome material reference from prefabs and demos, in SkyMasterManager (Unity 5 uses Skybox material)
    - Skydome material wont be inserted in the SkyMasterManager by default when adding sky, only when Dome option is pressed
    - Sky shader parameters update rate is now controllable with update rate variable
    - Apply shader parameters function, now uses position of camera directly instead of Tranform
    - Sky and sun preview in the editor modes is now calcualted with the proper camera and is consistent as in play mode, on camera movement when in editor.
    - Added Unity fog coloration in the Configurator inspector, for easy access
    - Further optimized the performance in the Atoll v3.3 with vertical volume clouds demo and in the ready to use prefabs
     
  26. nasos_333

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    Sky Master ULTIMATE v3.3c

    One more tweak added, now the galaxy will rotate along with stars (like in the Latitude/Longitude system) by default and no extra steps are needed for the simple sun rotation system (in the Latitude/Longitude system this is done in the current version)
     
  27. nasos_333

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    Sky Master River shader & fog with InfiniGRASS
    Sky Master ULTIMATE v3.3c has been submitted to the Unity Asset Store and is pending review

    The new version is also available on PM request for immediate use.
     
    Last edited: Mar 21, 2016
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  28. nasos_333

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    Some coloration and Reflections on water tests for the new clouds system (coming soon in v3.4), while making the new controller and presets system.

    The reflections are better shown when clouds are in motion, so i will follow up with gifs and videos soon for the effect.
     
    Last edited: Mar 26, 2016
  29. nasos_333

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    Dawn


    Stormy


    Day




    Dusk





    Night




    Some of the WIP in the SM3.0 cloud shader variant, with light scatter, depth extinction, custom distant fog color and intensity and much more

    The current discounted price will return to the regular when the review is done and v3.3c is up on the store, this week.

    Make sure to grab Sky Master ULTIMATE at the current lower price, while the offer lasts.

    The new version (3.3c) is also available on PM request for immediate use.
     
  30. nasos_333

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    Some of the WIP for a new demo with the new in v3.4 volume clouds and InfiniGRASS. I will post videos too soon.

    The current discounted price will return to the regular when the review is done and v3.3c is up on the store, probably today.

    Make sure to grab Sky Master ULTIMATE at the current lower price, while the offer lasts.

    The new version (3.3c) is also available on PM request for immediate use.
     
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  31. nasos_333

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    A few videos of the WIP
     
  32. nasos_333

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    Sky Master ULTIMATE v3.3c is now available at the Unity Asset Store

    - Removed Skydome material reference from prefabs and demos, in SkyMasterManager (Unity 5 uses Skybox material)
    - Skydome material wont be inserted in the SkyMasterManager by default when adding sky, only when Dome option is pressed
    - Sky shader parameters update rate is now controllable with update rate variable (set lower for fast cycles or time lapse case)
    - Apply shader parameters function now uses position of camera directly instead of Tranform
    - Sky and sun preview in the editor modes is now calculated with the proper camera and is consistent as in play mode, on camera movement when in editor.
    - Added Unity fog coloration in the Configurator inspector, for easy access
    - Further optimized the performance in the Atoll v3.3 with vertical volume clouds demo and in the ready to use prefabs
    Sky Master ULTIMATE v3.3c
    - The galaxy will rotate along with stars (like in the Latitude/Longitude system) by default and no extra steps are needed for the simple sun rotation system
    (in the Latitude/Longitude system this is done by default)
     
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  33. nasos_333

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    UPDATE:

    I just realized that the system may produce an error if the tag based player is set and the "Player" tagged item is not in the scene and has to be instantiated in run time.

    I will add a check for that and send a hotfix to everyone interested today (please send a PM if interested in the particular hotfix). The fix will be included in the next version.

    Also to change the player now there is a need to nullify the "Hero" variable in the SkyMasterManager script, so the system searches for a new one (or erase the current hero, which will auto-nullify it). I will add an automatic nullify of the variable in the Inspector when "Define player" button is pressed as well.
     
  34. nasos_333

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    Sky Master ULTIMATE v3.3d hotfix is now available through google drive download on PM request.

    The patch addresses an issue when the player needs to be defined by tag and is instantiated at run time (so not in the scene when the game starts)
     
  35. nasos_333

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    Sky Master ULTIMATE v3.4 WIP

     
  36. nasos_333

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    Volumetric clouds WIP for Sky Master ULTIMATE v3.4







    UPDATE:
    The lightning handling has been finilized in the new volumetric cloud controller and time of day coloration is in progress.

    A video with the lightining effects will be posted soon
     
  37. nasos_333

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    Sky Master ULTIMATE v3.3 prefabs with GAIA and SpeedTree test in Forward & Deferred modes.


    This is a basic test (no extra filters added) to showcase the working of sky Master with GAIA and SpeedTree and the differences SpeedTree shading has between forward and deferred modes.
     
  38. nasos_333

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    Sky Master ULTIMATE v3.4 - Volumetric shade clouds WIP

    This is a new sub system that will emulate side and higher clouds using just quads and a system to have them look at the camera that i devised today. Videos will follow soon.

    This mode is the fastest from performance standpoint.
     
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  39. nasos_333

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    Sky Master ULTIMATE v.3.3d has been submitted to the store and pending review

    - Fixed issue where "Player" tagged player produced an error in "Tag by Player" mode, when the tagged item is not in the scene (e.g. instantiated at runtime)

    - Refined the "Define player" button to re-initialize the hero if Camera was selected before the Tag by player mode was enable.

    - Fixed issue where the sky preview between 11:00 and 16:00 was wrong colors in editor preview for one of the sky presets

    - Shader clouds now appear on game start based on chosen weather and will not fade in

    - Added extra help on site for Terrain setup in the Sky Master Configurator inspector

    - Fixed issue where the camera would shift in the Y axis by 10 units when "Add Sky" button is pressed
     
  40. nasos_333

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    UPDATE:

    A hotfix for the v3.3d changes is now also available through Google drive on PM request, for everyone that does not want to wait for the store review or download the whole asset.
     
  41. nasos_333

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    Some hints for getting best performance:

    1. Apply layers to the PlanarReflectionSM script on water ("Reflection mask" list), for limiting the items rendered by the reflection camera. The reflection map resolution can also be downscaled from the same script.

    2. Apply layers (culling mask) to the "TerrainDepthRender SkyMaster" Camera, for limiting the items rendered by the depth camera (which is used for sea shore handling)

    3. In normal day cycle speeds, apply bigger numbers in "Ambient Update Every" (when Update Sky Ambient is ebanled) and "Update_mat_every" parameters in SkyMasterManager, as big as possible before the update starts to become visible.
     
    Last edited: Mar 30, 2016
  42. nasos_333

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    WIP on the volumetric shader clouds for Sky Master ULTIMATE v3.4

    This is from a sub system of the volume clouds, that emulates side and higher clouds using just quads.
     
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  43. nasos_333

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    Sky Master ULTIMATE roadmap

    v3.4
    - Volumetric shader clouds & controller
    - Playmaker actions
    - New Dark City demo
    - New volume volcano explosion effect

    v3.5

    - FFT waves & shading
    - Enchanced configurator usuability & full mobile setup support in Inspector (it will put together in steps the current mobile demo)
    - Shadow configurator
    - Performance control section in configurator

    v3.6 - v3.7

    - Volumetric wind modulated fog and sun shafts from any sun direction
    - PBS water shader for Unity 5.4
    - Volume local lights, wind modulated, rain interacting
    - Dynamic Rain drops in shader for water - river - terrain shaders
     
    Last edited: Apr 2, 2016
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  44. nasos_333

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    Videos with the FFT Waves and shading WIP


     
  45. nasos_333

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    http://i.imgur.com/c***zLM.jpg


    UPDATE:

    A few pics and videos of the WIP for Sky Master ULTIMATE next updates.

    Sky Master ULTIMATE Volumetric shader clouds (v3.4) and FFT ocean and shading (v3.5):



     
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  46. nasos_333

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    A few more pics of bringing all new systems together WIP (v3.4 volume clouds & v3.5 FFT water), this is far from ready still and a lot more refinement and adjustments will go into matching coloration for all modules (fog, water, clouds) and extra fog mode for water which is not yet in, to match the horizon blend.
     
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  47. nasos_333

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    New easy to use Gradient based coloration feature for sky - fog - water TOD changes (WIP) for Sky Master ULTIMATE v3.3e.
     
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  48. nasos_333

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    New easy to use Gradient based coloration feature for sky - fog - water TOD changes (WIP) for Sky Master ULTIMATE v3.3e.

    Application on the v3.4 Volume shader clouds and v3.5 FFT water. All new modules will be compatible with the Gradient coloration feature and adjust the system based on the defined TOD colors.
     
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  49. nasos_333

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    WIP on the gradient coloration, volume clouds and FFT ocean (v3.3e, v3.4 & v3.5 respectively)
     
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  50. nasos_333

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    Gradient coloration WIP for v3.3e, easy to use coloration for sky-water-fog-clouds.

    All above variants are achieved with tweaking of only three variables
     
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