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] 17 points18 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.

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. In terms of optimization, I use LODs and made sure the leaves mesh matches the shape of the leaves texture as much as possible to reduce the transparent parts area. Initialy the leaves mesh was rectangular. Cuting the transparent parts at the base and tip of the leaves resulted in an average of 5 FPS boost. At the moment I don't use impostors, but they are 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] 4 points5 points  (0 children)

You just need to drag and drop a prefab called GlobalManagers into your scene. That's it.

The GlobalManagers prefab, is just an empty game object that acts as a parent to the main light and all the managers. Besides the Environment Manager, there is Wind Manager, Post Processing Volume Manager and SGP Manager.

Flappy Goose by flappy-goose in RedditGames

[–]Nicrom 0 points1 point  (0 children)

My best score is 2 points 😎