118 lines
5.6 KiB
Plaintext
118 lines
5.6 KiB
Plaintext
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==-------------------------= Setup =-------------------------==
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- On your URP Settings Asset, set "Depth Bias" and "Normal Bias" to 0;
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- On your URP Renderer Asset add the "Sky Renderer" renderer feature.
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- On your URP Renderer Asset add the "Cloud Shadows" renderer feature.
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- On your URP Renderer Asset add the "Fog Renderer" renderer feature.
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Sky and Clouds:
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- On any object in your scene, add the component "Render Sky".
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- On any Volume in your scene, select "Add Override" and choose "GapperGames/Sky And Clouds".
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Fog
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- On any Volume in your scene, select "Add Override" and choose "GapperGames/Fog".
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- Setup Complete :)
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How to locate URP Settings/Renderer Asset:
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1. Go to Edit/Project Settings/Graphics and select the 'Scriptable Render Pipeline
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Settings'. This is your URP Settings Asset
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2. From your URP Settings Asset, select the first item in the 'Renderer List'. This is
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your URP Renderer Asset
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==-----------------------------= Sky Renderer =----------------------------==
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Render Scale - The resolution that the sky renders at relative to the size of the screen.
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Blur Radius - The radius of the gaussian blur filter used to denoise/upscale the lower resolution sky.
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Blur Strength - The strength of the gaussian blur filter used to denoise/upscale the lower resolution sky.
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Blur Iterations - The iterations of the gaussian blur filter used to denoise/upscale the lower resolution sky.
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Alpha Step - Like Alpha Clipping but for the clouds. Will cut off clouds with a density below this threshold.
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Alpha Softness - Controls the smoothness of the alpha cutoff described previously.
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Sky/Cloud Brightness - Could do anything? Give it a try!
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Sun Size - I'll give you one guess as to what this does. :)
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Sun Size - See above.
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Star Size - See above.
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Light Wavelengths - The values used for the wavelengths of Red, Green and Blue light respectively in the Rayleigh Scattering Equation.
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Density Power - The density of the sky towards the horizon.
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Day scattering - The density of the sky during the day.
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Evening scattering - The density of the sky during the evening.
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Day Color, Evening Color - Remember, one guess!
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Saturation - Saturation of the sky colors.
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Quality - Controls the quality of the sky using the amount of steps and step size in the raymarcher. Higher quality means lower performance.
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Steps - The amount of steps the raymarcher uses. More steps means better quality but worse performance.
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Step Size - The size of the steps the raymarcher uses. Lower size means better quality but worse performance.
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Cloud Layer Low - The first type of clouds rendered in the sky.
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Cloud Layer High - The second type of clouds rendered in the sky.
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Cloud Shadows - Deletes all files on your computer (it doesn't).
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=---= To use custom clouds, create a CloudData asset by right clicking in the assets panel and selecting "Create/LUMINATE/New Cloud Data Asset" and assigning it
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to either the "Cloud Data Low" or "Cloud Data High" slots.
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=---= Warning: rendering clouds in "Cloud Layer High" with a lower altitude than the clouds in "Cloud Layer Low" will result in visual artefacts. =---=
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==------------------------------= Cloud Data =-----------------------------==
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Noise Scale - The frequency of the noise used to detail the clouds. Higher values means more detail.
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Coverage Scale - The frequency of the noise used to shape the clouds. Higher values means smaller shapes.
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Invert Noise - I hope you haven't used your one guess yet!
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Noise Weights - Controls the weights of Low, Medium and High frequency noise respectively.
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Color - I hope you can guess this one...
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Day Brightness - Brightness of the clouds during the day.
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Evening Brightness - Brightness of the clouds during the evening.
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Day Min Darkness - Minimum Darkness of the clouds during the day.
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Evening Min Darkness - Based on those last ones, I'm sure you can figure this one out.
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Density - Density of the clouds, use lower values for lighter, fluffier clouds.
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Anisotropy - Controls convergence of light when facing the sun (silver lining).
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Scattering - How much light scatters through the clouds.
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Height Falloff - Vertical falloff of the density of the clouds.
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Thickness - Hmmmm, I wonder what this does.
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Speed - Makes you run faster?
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Position - Position of the box the clouds are rendered inside.
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Bounds - Size of the box the clouds are rendered inside.
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Fog Density - Controls the clouds fading into the sky over distance.
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Fog Strength - Strength of the fog effect.
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==-----------------------------= Fog Renderer =----------------------------==
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Quality - Controls the quality of the fog using the amount of steps and step size in the raymarcher and also the resolution of the fog. Higher quality means lower performance.
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Alpha Multiplier - Strength of the fog effect.
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Additional Lights Intensity Multiplier - Intensity of volumetrics created by additional lights.
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Fog Color - You already know what I'm going to say...
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Brightness - fhguhohaeyganyuoiyouiayiutbyuiayuitn
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Density - aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
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Min Density - THIS IS THE MINIMUM DENSITY OF THE FOG.
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Anisotropy - See Cloud Data section.
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Jitter - Applies randomness to the raymarching, which breaks up banding
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Blur Radius - See Sky Renderer Section.
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Blur Strength - See Sky Renderer Section.
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Blur Iterations - See Sky Renderer Section.
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==-------------------------=---------------------=-------------------------==
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Please consider leaving a review for my asset as it really helps :)
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For any questions, or to show off what you have made with my asset,
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please email me at wgappster@gmail.com
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==-------------------------=---------------------=-------------------------== |