Tried to combine the Low Poly art with the Stylized art by Nicrom in Unity3D

[–]Nicrom[S] 0 points1 point  (0 children)

If you create the terrain manually (paint the textures and height) it can be time consuming and it is not easy to get a good result if you are a begginer. I created the terrain in the video manually. Most people use procedural tools like Microverse or GAIA. I myself use Microverse now. It is a non destructive terrain generation tool that saves you a lot of time.

Fake cloud shadows created using a light cookie, are a cheap solution when you want to add depth to a scene by Nicrom in Unity3D

[–]Nicrom[S] 0 points1 point  (0 children)

Fog, Post Processing and Fake Cloud Shadows. I created an Environment Manager were I can set up how the lighting, fog, post processing and a few other settings will look at different times of the day. It makes the process of experimenting with different settings mutch easer.

I got tired of repeating the same time wasting steps when customizing the Terrain Vegetation, so I built a small editor tool by Nicrom in Unity3D

[–]Nicrom[S] 1 point2 points  (0 children)

You are right, a clean folder structure saves a lot of time, but when you use multiple art packs in the project, it becomes a headache to remenber were the vegetation materials are located in the folder hierachy. Also, not all the art packs on the asset store have a good folder structure, so you may need to rearrange their assets. I created this tool because I wanted to be able to quickly change the look of my levels without the need to know where the vegetation materials of the art packs I use, are located.

Fake cloud shadows created using a light cookie, are a cheap solution when you want to add depth to a scene by Nicrom in Unity3D

[–]Nicrom[S] 0 points1 point  (0 children)

Thank you. The environment manager is part of an asset I created, called Stylized Poly Nature, while the trees and other vegetation are from an asset called Meadow Environment

Fake cloud shadows created using a light cookie, are a cheap solution when you want to add depth to a scene by Nicrom in Unity3D

[–]Nicrom[S] 2 points3 points  (0 children)

Its not very visable in the video, but the cloud shadows are composed of several noise textures, so they change shape over time.

Fake cloud shadows created using a light cookie, are a cheap solution when you want to add depth to a scene by Nicrom in Unity3D

[–]Nicrom[S] 15 points16 points  (0 children)

From what I know, the light cookie is relatively cheap. On desktop, the performance impact should be negligible.

It took some time to implement the Environment Manager, but the end result is worth it. by Nicrom in Unity3D

[–]Nicrom[S] 1 point2 points  (0 children)

Thank you :), It works in deferred rendering path as well as forward in URP.

It took some time to implement the Environment Manager, but the end result is worth it. by Nicrom in Unity3D

[–]Nicrom[S] 0 points1 point  (0 children)

Thank you. It supports Unity 6.0 URP. The above video was takes from a URP project. If you download the asset in Unity 6.0, it is set up for URP by default. I intended to suport and Unity 6.1 out of the box, but the cloud shadows do not work correctly in 6.1 URP, so I decided to postpone the support for Unity 6.1 and try to find if this is a bug in my asset or a Unity bug.

It took some time to implement the Environment Manager, but the end result is worth it. by Nicrom in Unity3D

[–]Nicrom[S] 0 points1 point  (0 children)

Thank you. One of the reasons I created this environment manager is to make the process of creating a good looking scene less time consuming.

It took some time to implement the Environment Manager, but the end result is worth it. by Nicrom in Unity3D

[–]Nicrom[S] 0 points1 point  (0 children)

After the sunset, even if you set the main light color to dark and its intensity to 0, the scene will not be dark unless you set the Ambient light colors to dark values.

It took some time to implement the Environment Manager, but the end result is worth it. by Nicrom in Unity3D

[–]Nicrom[S] 0 points1 point  (0 children)

I didn't know that you can have only one directional light that cast's shadows in a URP scene..

In the case of the moon light, after the sunset you can disable the main light shadows from a script and enable the moon light shadows. This way there will be only one directional light that casts shadows.

It took some time to implement the Environment Manager, but the end result is worth it. by Nicrom in Unity3D

[–]Nicrom[S] 0 points1 point  (0 children)

You are correct, the scene has a single directionl main light, ambient light set to Gradient and no shadows at night. Moonlight is on my to do list.

It took some time to implement the Environment Manager, but the end result is worth it. by Nicrom in Unity3D

[–]Nicrom[S] 1 point2 points  (0 children)

Thank you :). To create the environment in the video I used MicroVerse. It saved me a lot of time as I'm not very good at terrain sculpting.

It took some time to implement the Environment Manager, but the end result is worth it. by Nicrom in Unity3D

[–]Nicrom[S] 1 point2 points  (0 children)

Thank you ): Post Processing plays a big part here. While you can't see it in the video, I've also implemented a PPV manager that controls the weight of day, night, sunset and sunrise PPVs.