Olander’s Genesis Weather [Free for Community]

*Genesis Weather v2 with Volumetric Fog and Clouds will not be publicly released. I get asked for this from time to time so I am noting this here.

Unity 2018.1 :: Imported and works perfectly (no change).

*For Time of Day users support has been removed for this.

Genesis Weather has been designed from the ground up to simulate a fairly realistic weather system per scene/game. Unlike all other weather systems you can find, Genesis Weather works for Any Planet, not just earth. You have complete control over how your weather should behave in your Scene/Game.

Genesis Weather also gives you fully functioning dynamic particle systems and audio that look and sound excellent. Since you have full source of everything you change swap out and change whatever you like. The choice is yours. Genesis Weather uses only minor shader adjustments to Standard Unity 5 shaders (Clouds/Stars are the exception). This means that during Unity updates there are far less chance of things breaking. Again, you have full source so chip away and change if you wish.

Unity 5-2017-2018 Compatible Versions:
v5.1.2 & v5.2.2 (You will need to revert/re-calibrate the Particle Systems)
v5.3.4+
v5.4.0+ (Demo Version works out of the box)
v5.6.0+ (for Legacy PostFX or Unity Post Effects Stack v1 with updated scripts below)
v2017+ (I stayed with PostFX Stack v1 in this)
v2018+ (Set up your Unity Post Effects Stack to v2)

Again…this design proves itself in High End Quality and Not breaking on Unity upgrades.

Camera Post FX Note:
I actually use Beautify, Amplify FXAA, and HBAO for my stack. I connect in Genesis Weather to it and it work flawlessly. This is for coders to do…but it is not difficult at all.

Unity Post FX Stack v1 and v2 are two different entities and are handled a bit differently from within Unity. There are a few scripts floating around that show how to connect…and more importantly…change the FX values at runtime. Unity uses a strange coding style to make it function…I suppose this is to not hit the GC during runtime.

This is a large system that handles All Sun and Weather. It has taken well over 1,500 hours to get fully working the way it should and be very well optimized. This also took an improvement from Unity itself to truly become what it needed to be.

This is part of my Community Initiative to give very high quality easy to integrate products to the Unity Community for Free. Yes…that means…Full Source and Fully Working…no trial periods…no BS.


Features:

  • Full Source C#
  • Full PDF Manuals that are full detailed with pictures and Step by Step Instructions
  • Weather Manager Window that may be docked for ease of use.
    • Easy Setup with the click of a button and a couple drag to slots.
    • Default Setup is the Temperate Climate (most common)
  • Designed to be Stand Alone…meaning very easy Integration into your own projects.
    • External Connections to proper variables are very simple…including database requirements.
  • Dynamic Humidity and Temperature Simulation
    • Humidity controls most everything. This is based upon Relative Humidity and simple calculations have been done to keep the math simple and performance up.
    • Temperature dictates Rain, Rain and Snow Mix (+/- 1 Degree of 0), Snow
    • Cold Fronts condense air and cause precipitation
    • Warm Fronts expand ait to hold more moisture
  • Simple Enable of Simulation for External Real World Humidity and Temperature control
  • Celsius and Fahrenheit Temperatures in single decimal format. All calculations are in Celsius with automatic conversion
  • Weather Zones that will change only the area they occupy in your scene. Great for Swamps and Mountains.
    • These basically override the global weather in the scene.
    • You may use as many of these as you wish.
    • These may also be network sync’d easily.
  • Dynamic Sun Lighting and Intensity
    • Yellow (Earth), Blue, and Red Suns/Stars provided as defaults
  • Dynamic Sun Rise and Sun Set Coloring
  • Dynamic Clouds with full color grading based upon Sun Light conditions
    • Note: Volumetric 3D clouds were pulled because of rendering issues
    • There are 10 Cloud Patterns, 5 Noise Options to make a very large variety of clouds.
    • Clouds change at Night then color synchronize with weather level at Sun Rise
  • Dynamic Sky Haze with both Static Override Haze and Event based
  • Directional Cloud Movement based upon Wind Direction and Velocity
    • Clouds may be Rotated instead for simple situations
  • Dynamic Atmospheric Fog
    • Grey (standard), Icy, and Dusty provided as defaults.
  • Dynamic Ground Fog
  • Dynamic Bloom
  • Dynamic Depth of Field
  • Dynamic Rain, Snow, and Sleet (2 Rain Audio Files)
  • Dynamic Thunder (16 Audio Files)
  • Dynamic Lightning and Flashes (3 Sets of Lightning…a lot of variety)

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Climate Configurations:
Temperature Zone (All Degrees in Celsius) is the Climate Zone of an Area
1 – Tropical 12 Months Warm 20 to 50
2 – Subtropical 8 Months Warm 20 to 35, 4 at 15 to 25
3 – Temperate 8 Months at 15 to 30, 4 at 2 to -10
4 – Cool 8 Months at 10 to 20, 4 at 10 to -5
5 – Cold 4 Months 5 to 10, 8 at 5 to -30
6 – Polar 12 Months -5 to -50
Default int 3

Precipitation Class is the Precipitaion Zone of an Area
0 – Arid – No Rain (even if Humidity is set)
1 – Semi Arid – Slight Summer Rain
2 – Arid Oceanic – Slight Winter Rain
3 – Oceanic – Winter Rain, Dry Summer
4 – Tropical – Summer Rain, Dry Winter
5 – Temperate – Rain in all Seasons
Default int 5

Minimum Temperature for the Area
Default float 15.0
Range -50.0 to 50.0 (capped by Temperature Zone)

Maximum Temperature for the Area
Default int 25.0
Range -50 to 50 (capped by Temperature Zone)

Area Water Content (in Percent)
Determines Fog and Clouds and helps tweak Precipitation
Default int 20 (% Water)
Range 0 to 100

NOTE: More than 40 will make it very likely to rain all the time

Hemisphere
For North (N) or South (S) of Equator
Default string N

Global Fog script note. Unity Image Effect GlobalFog.cs is set to not public. You must simply add the public in front of the class in the script. This will elevate the script to be able to be used by other systems.

 

This is what is possible with Genesis Weather. This is version 2 (private) and done in Unity 2018. The cloud meshes (included above) have been increased to 6 layers and more gradient controls. Essentially v1 and v2 are the same outside of my custom ‘Uber Textures’ and the 6 Layer Cloud Dome Mesh and Gradients. So the power is fully here at your fingertips if you ‘want it’. Those clouds are FLAT textures on the custom elliptical dome mesh. There is a tone of grass in this picture but no trees, surface vegetation, nor rocks. This is simply a pure Genesis Weather Rendering test…and I really love it.