Forked & rebuilt version by Nystul:
Enhanced Sky 2.1.0 (only compatible with new dfunity versions with new baseline (Unity 2018.1.2f1) which is live builds since June 2018): https://drive.google.com/file/d/1iMV4xy ... sp=sharing
Overcast blocking sun - this feature is not in this version.
-------------------------------
Latest version 1.8.1 - tested on / designed for DFTFU v. 1.4.16 (WIP branch) - if you're using 1.3.37, it should work fine, just replace:
using DaggerfallWorkshop.Game;
with
using DaggerfallWorkshop.Demo;
In the SkyManager script.
https://drive.google.com/file/d/0B8_oQw ... sp=sharing
Setup instructions:
1. Add EnhancedSkyController prefab to scene.
2. Add new layer named SkyLayer.
3. Change fog to expon. squared, and set density to something like .000012
4. Change Main Camera Clear flags to depth only.
5. Uncheck SkyLayer in Main Camera's Culling Mask list (same for other cameras again - only skyCam should have it checked).
6. Add ToggleEnhancedSky to input manager.
1.8.1:
Changes:
The sun should no longer need to be set in the inspector. Removed sun flare.
Reduced size of sun & moons a bit.
Overhauled the cloud texture creation process again. It's faster, and now uses a small buffer.
The moons now "pop" a bit less so they will blend into the night sky better.
V.1.7.1:
Changes:
Uses events from PlayerEnterExit & StreamingWorld now to detect transitions & teleports, so editing core files is no longer required.
Added a boolean field to SkyManager to control if the flare on the sun is enabled.
V 1.7.0:
Changes:
Stars are no longer visible through the moons.
Stars fade in and out over about an hour around dawn and dusk rather than just turn on and off.
Moons & sun flare are no longer visible below the horizon. This should apply to the majority of Nystul's extended/improved terrain as well - only in cases like the sun rising or setting over a tall mountain will the flare be visible through the terrain.
Sun flare will now be disabled when it's overcast.
Moons' will appear faded when it's overcast, and when they are on the horizon.
Fog color now changes over time.
Enhanced Sky
- Interkarma
- Posts: 7249
- Joined: Sun Mar 22, 2015 1:51 am
Re: Enhanced Sky
Fantastic, can't wait to play with it.
BTW, have you contacted Doubloonz for permission to use the moon textures, or has he assigned a free license to them?
BTW, have you contacted Doubloonz for permission to use the moon textures, or has he assigned a free license to them?
- LypyL
- Posts: 512
- Joined: Sun Mar 22, 2015 3:48 am
Re: Enhanced Sky
Yeah I contacted him, and he said it was OK - it's why I changed actually, as I couldn't get the creator of the original ones I used to respond to emails or messages through NexusMods (they gave pretty loose permissions to use them on their page, but I still wanted to get an OK before including them in the demo).
- Interkarma
- Posts: 7249
- Joined: Sun Mar 22, 2015 1:51 am
Re: Enhanced Sky
That's awesome. Thankyou for doing that.
- Nystul
- Posts: 1501
- Joined: Mon Mar 23, 2015 8:31 am
Re: Enhanced Sky
excellent work!
I think there is a unintentional error in the setup process decription, where it should say:
PlayerEnterExit:
In TransitionInterior() & TransitionDungeonInterior() add the following line at the very end:
EnhancedSky.SkyManager.instance.IndoorTransitionEvent();
I think there is a unintentional error in the setup process decription, where it should say:
PlayerEnterExit:
In TransitionInterior() & TransitionDungeonInterior() add the following line at the very end:
EnhancedSky.SkyManager.instance.IndoorTransitionEvent();
- LypyL
- Posts: 512
- Joined: Sun Mar 22, 2015 3:48 am
Re: Enhanced Sky
Thanks for the spot! I also forgot to update a line in the ExteriorTransitionEvent() in the SkyManager class - it should have EnhancedSkyUpdate(); at the end, after ToggleSkyObjects(true);excellent work!
I think there is a unintentional error in the setup process decription
- LypyL
- Posts: 512
- Joined: Sun Mar 22, 2015 3:48 am
Re: Enhanced Sky
https://drive.google.com/file/d/0B8_oQw ... sp=sharing
Minor update - just a bug fix, and due to a limitation or oversight on Unity's part I had to re-work the way the sky objects were being toggled on and off (there is no way to set the Sun setting in the environment lighting window without using the inspector, which the skybox material depends on - so if the Sun object gets disabled that changes to null and the skybox gets messed up! ).
Add ToggleEnhancedSky to the input manager, and when outside you can now switch between the enhanced sky and original Daggerfall Tools Sky rig.
Minor update - just a bug fix, and due to a limitation or oversight on Unity's part I had to re-work the way the sky objects were being toggled on and off (there is no way to set the Sun setting in the environment lighting window without using the inspector, which the skybox material depends on - so if the Sun object gets disabled that changes to null and the skybox gets messed up! ).
Add ToggleEnhancedSky to the input manager, and when outside you can now switch between the enhanced sky and original Daggerfall Tools Sky rig.
- Nystul
- Posts: 1501
- Joined: Mon Mar 23, 2015 8:31 am
Re: Enhanced Sky
tried it, though somehow the skybox is no longer updating - have I missed a setting? -> I have put the EnhancedSkyController and everything within in the skylayer, camera is rendering only skylayer, added sun to the lighting tab, matched the rendering mode of camera with the other cameras...LypyL wrote:https://drive.google.com/file/d/0B8_oQw ... sp=sharing
Minor update - just a bug fix, and due to a limitation or oversight on Unity's part I had to re-work the way the sky objects were being toggled on and off (there is no way to set the Sun setting in the environment lighting window without using the inspector, which the skybox material depends on - so if the Sun object gets disabled that changes to null and the skybox gets messed up! ).
Add ToggleEnhancedSky to the input manager, and when outside you can now switch between the enhanced sky and original Daggerfall Tools Sky rig.
- LypyL
- Posts: 512
- Joined: Sun Mar 22, 2015 3:48 am
Re: Enhanced Sky
I honestly don't know. I'm assuming you checked the time scale in DFunity? Is everything else working (sun + moons, clouds, stars etc)?
tried it, though somehow the skybox is no longer updating - have I missed a setting? -> I have put the EnhancedSkyController and everything within in the skylayer, camera is rendering only skylayer, added sun to the lighting tab, matched the rendering mode of camera with the other cameras...
- Nystul
- Posts: 1501
- Joined: Mon Mar 23, 2015 8:31 am
Re: Enhanced Sky
tried it on the system at work, here it works without a problem, maybe I messed up when setting it up at home - will have to try it again when I am home again