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Topics - Chingwa

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1
Hello All,

I'm happy to announce that Suimono version 2.1.7 is now ready for download.

Note: This version has been tested with and should be working fine in all Unity version, including the latest Unity 2019.1.

-----------------------------
RELEASE NOTES - Version 2.1.7
-----------------------------
WHAT'S NEW:
- Added slider to control strength of transition fx. (Module General Settings)

CHANGES:
- Increased maximum underwater fog distance from 100 to 500.

BUG FIXES:
- Fixed Unity 2018.3+ bug regarding prefab disconnection error message.
- Fixed bug with Preset UI expanding off of screen.
- Fixed possible nullRef error in object editor UI.
- Increased maximum depth testing from 5,000 to 30,000.
- Unchecking Set Automatic Layers now prevents automatic physics layer overrides.
- Fixed unintended name conflict in DistanceBlur shader.
- Fixed bug that force rendered caustics onto underwater surface.
- Fixed bug preventing foam from respecting surface specular settings.
- Fixed some rare SuimonoObjects and SuimonoModule null reference errors.
- Fixed issue preventing proper water transparency when caustics are disabled.

2
TENKOKU - Dynamic Sky / Forum back online!
« on: February 23, 2019, 10:11:59 AM »
For all those who have been trying to login and use the forum over the past month let me please offer you my apologies.  After a necessary server migration in January the forum started to experience some permissions issues which was preventing people from logging in and posting.  It took quite a while of troubleshooting to find where the issue was.  This should now be fixed.

If anyone is still experiences any login problems please email me at konnichiwa@tanukidigital.com and let me know.

3
SUIMONO 2.0 - Interactive Water System / Forum back online!
« on: February 23, 2019, 10:11:19 AM »
For all those who have been trying to login and use the forum over the past month let me please offer you my apologies.  After a necessary server migration in January the forum started to experience some permissions issues which was preventing people from logging in and posting.  It took quite a while of troubleshooting to find where the issue was.  This should now be fixed.

If anyone is still experiences any login problems please email me at konnichiwa@tanukidigital.com and let me know.

4
Hello All,

I'm happy to announce that 'The Samurai Sword' version 1.3 is now ready for download...

Download Here: http://www.tanukidigital.com/download

This is a minor release that adds new Katana and Wakizashi model options which have the "bo-hi" groove modeled in the geometry, rather than just being rendered in the texture. This might be a minor detailed when viewed from far away but adds to the realism when viewing the katana up close.

As always, let me know if you have problems/questions/feedback etc, either by email or on the forums!

All the best,
Justin Kellis
Tanuki Digital


-------------------------------
RELEASE NOTES - Version 1.3
-------------------------------
- Added Version of Katana and Wakizashi with modelled "bo-hi" groove detail.

5
TENKOKU - Dynamic Sky / Tenkoku in Unity 2018.3
« on: December 14, 2018, 01:16:57 PM »
A Note about Unity 2018.3
After trying out the official 2018.3 release this morning there seems to be a couple problems when using the Tenkoku prefab, at least in new scenes.  One issue is that the Tenkoku configuration tab fails to load, and another seems to be that in some cases the prefab doesn't even load or respond correctly while playing the scene... lighting, time, clouds... nothing appears to update properly if at all.

It's unclear to me what exactly the issue is, but it is definitely a bug introduced by Unity's new prefab system.

Fortunately there is a way around this bug, and that is to simply create a new prefab in 2018.3.


1. Open up the included Tenkoku Demo scene.
2. Drag the "Tenkoku DynamicSky" scene object from the scene hierarchy into the Tenkoku/PREFABS folder.
3. IF it asks to create a new variant, choose create new "original"
4. Name the new prefab "Tenkoku DynamicSky 2018.3" so that you can tell it apart from the original prefab.

Now in any Unity 2018.3 scene you want to use Tenkoku with, make sure to use the new 2018.3 prefab instead of the original.  This should fix both of the above problems.

Finally, there is another issue where an error message pops-up in the editor regarding prefab disconnection.  This is again because of changes in how prefabs work in Unity 2018.3.  This error can be ignored as it does not affect gameplay in-editor, and will not affect built projects either.  I will release a new update soon that fixes this error for those using Unity 2018.3.

6

Hello All,

I'm happy to announce that Suimono version 2.1.6 is now ready for download...

Download Here: http://www.tanukidigital.com/download

This is a maintenance update that fixes a number of issues.  It specifically addresses PS4 build issues, some problems with buoyancy not engaging at distance, and some cosmetic fixes for erroneous over-brightening problems.   This release has been tested and is confirmed working with both Unity 5.x, Unity 2017.4, and Unity 2018.2, however if you run into any problems while using these latest versions please let me know.

Suimono 3.0?
Suimono started life as a relatively basic interactive water system on the Asset Store way back in September 2012!  Over the years it has been under continuous development in order to offer new features and to keep pace with Unity engine changes and updates.  Suimono and Unity have both grown and improved exponentially during that time.  That being said, the system has some weak points that are difficult to address in it's current form.  Over the past year I have been researching experimental water rendering possibilities, in order to improve Suimono and address these weak points.  I am still in the development phase but am excited by this progress so far.  My main goals for this research include improved water and wave rendering, much improved performance overhead, better multi-camera and VR support, and deeper integration with modern Unity tech (SSR, Deferred Shading etc.). Timeframe is not decided, but I hope to have a more detailed information about 3.0 soon.

As always, let me know if you have problems/questions/feedback etc, either by email or on the forums!

All the best,
Justin Kellis
Tanuki Digital


-------------------------------------------------------------
A note about SRP (Scriptable Render Pipeline) in Unity 2018
-------------------------------------------------------------
(August 2018)
Many people have asked about the new SRP system in Unity 2018.  Because Unity's new HDRP and LWRP Render Pipeline is still in Preview mode, and because of the massive differences between these and the current default rendering system, I've decided to take a "wait and see approach" to when/if Suimono will support these modes.  Unfortunately the amount of work involved in upgrading to SRP is not trivial, and it's best  to wait until these systems are at least no longer in "preview mode" as Unity describes them.  Once SRP is more mature I will take another look and reconsider if I will rewrite Suimonoto support them.


-----------------------------
RELEASE NOTES - Version 2.1.6
-----------------------------
WHAT'S NEW:
- Added 'Clear Mode' option to camera tools.  Allows override of clear flag inheritance on reflection camera.

CHANGES:
- Raised default Buoyancy activation range to 5000.
- Added Mesh Collider to farplane surface prefab.  Helps prevent Buoyancy detection fail.
- Underwater camera component is no longer added if underwater rendering is turned off on module.

BUG FIXES:
- Fixed shader errors under PS4 that were preventing build completion (Lerp/Dot ambiguity).
- Fixed Depthmask2 shader over-bright error.
- Fixed object editor issue when expanding tabs.
- Fixed bug where editor was showing wrong skin color (dark/pro skin vs light skin).
- Reflection Color setting now affects underwater reflection as well.
- Adjusted Caustic lighting code so it doesn't reduce to 0 intensity.
- Removed buoyancy frustum occlusion code causing strange buoyancy errors.
- Fixed screen uv edge smearing underwater and with water droplet effects.
- Fixed Underwater surface flickering error.
- Fixed underwater transparency over-bright error.
- Fixed Reflection over-bright error.
- Darkened underwater fog color matching.


7
Hello All,

I'm happy to announce that Tenkoku version 1.1.9 is now ready for download...

Download Here: http://www.tanukidigital.com/download

Also available on the Asset Store here:
https://assetstore.unity.com/packages/tools/particles-effects/tenkoku-dynamic-sky-34435

This is a small maintenance update with some bug fixes and color fixes, particularly for those using Unity 2018.2.  For those wondering about the long development between what may seem like small update releases this is due to most of my Tenkoku dev time being put into a forthcoming 2.0 version, to hopefully be released later this year.  While I don't have full details about what will be new/improved in 2.0 quite yet, I can say that there will be better performance, more thorough customization options, improved weather automation including the conspicuously missing 'advanced weather' system (as well as a real-world weather option).  I should have more info about this once it gets closer to release.

As always, let me know if you have problems/questions/feedback etc, either by email or on the forums!

All the best,
Justin Kellis
Tanuki Digital





-------------------------------------------------------------
A note about SRP (Scriptable Render Pipeline) in Unity 2018
-------------------------------------------------------------
(July 2018)
Many people have asked about the new SRP system in Unity 2018.  Because Unity's new HDRP and LWRP Render Pipeline is still in Preview mode, and because of the massive differences between these and the current default rendering system, I've decided to take a "wait and see approach" to when/if Tenkoku will support these modes.  Unfortunately the amount of work involved in upgrading to SRP is not trivial, and it's best  to wait until these systems are at least no longer in "preview mode" as Unity describes them.  Once SRP is more mature I will take another look and reconsider if I will rewrite Tenkoku to support them.


-------------------------------
RELEASE NOTES - Version 1.1.9
-------------------------------
CHANGES
- Increased sun shader brightness output.
- Adjusted sound fx to react to sun altitude instead of time (more accurate day/night audio switching).

BUG FIXES
- Fixed slow ambient update when first playing a scene.
- Fixed Sky color rendering issues in Unity 2018.2+.
- Fixed cloud color rendering / saturation issues in linear high-dynamic-range projects.
- Fixed issue with editor using wrong colored UI elements (dark/pro skin vs light skin).
(Note: there is a Unity bug that breaks UI colors in Unity 2018.1, it is fixed in 2018.2)





8
Hello All,

I'm happy to announce that Eye Advanced version 1.0.9 is now ready for download...

Download Here: http://www.tanukidigital.com/download

This update fixes a bug with the main eye specular being too diffused in Unity 5.3.4 and higher.  This was due to Unity changes to their specular term in 5.3.4 (moving to GGX).  This was never an issue before because EyeAdvanced was using it's own specular term, but this was changed in the last version in order to maximize specular compatibility and fix a few specular errors.  Also included in this version are fixes for the smoothness and specular material sliders, which had been broken in the previous release.

As always, let me know if you have problems/questions/feedback etc, either by email or on the forums!

All the best,
Justin Kellis
Tanuki Digital

------------------------------------------
RELEASE NOTES - Version 1.0.9
------------------------------------------
- Edited specular values to fix soft wide specular in Unity 5.3.4 and higher.
- Fixed Smoothness and Specular material sliders.

9
Hello All,

I'm happy to announce that 'The Samurai Sword' version 1.2 is now ready for download...

Download Here: http://www.tanukidigital.com/download

This update includes a new Sword Addition: Tachi!


10
Hello All,

I'm happy to announce that Eye Advanced version 1.0.8 is now ready for download...

Download Here: http://www.tanukidigital.com/download

This update includes a few bug fixes and optimizations related to the specular rendering in the eyes.  I was notified of a pretty glaring issue where the specular would not render properly when the eye object was in certain rotations.  This has been fixed and one result of this bugfix are a few small optimizations in the shader code.  I've also rewritten the auto dilation script, and the scripts that drive the demo scene, in C#.

As always, let me know if you have problems/questions/feedback etc, either by email or on the forums!

All the best,
Justin Kellis
Tanuki Digital

------------------------------------------
RELEASE NOTES - Version 1.0.8
------------------------------------------
- Simplified some specular calculation code in shader.
- Fixed specular rendering error (failure to draw based on eye rotation).
- Clamped hot specular disc to prevent blowouts when using Bloom effects.
- Re-wrote auto-dilation script for C#.
- Re-write Demo components for C#.

11
Hello All,

I'm happy to announce that Suimono version 2.1.4 is now ready for download...

Download Here: http://www.tanukidigital.com/download

This is a maintenance update that fixes a number of issues that had been reported over the past few months.  Particularly, preset transitions are now back and working as expected.  There are new transition code function options, so if you'd like to use these in your project please see the brief writeup below.  This release has been tested and is confirmed working with both Unity 5.6.2 and the newly released Unity 2017.1, however if you run into any problems while using these latest versions please let me know.

Suimono 3.0?
Suimono started life as a relatively basic interactive water system on the Asset Store way back in September 2012!  Over the years it has been under continuous development in order to offer new features and to keep pace with Unity feature updates.  Suimono and Unity have both grown and improved exponentially during that time.  That being said, the system has some weak points that are difficult to address in it's current form.

Over the past 6 months I have been researching experimental water rendering possibilities, in order to improve Suimono and address these weak points.  I am still in the research phase but am excited by this progress so far.  My main goals for this research include improved water and wave rendering, much improved performance overhead, better multi-camera and VR support, and deeper integration with modern Unity tech (SSR, Deferred Shading etc.).

Timeframe is not decided, but I hope to have a more detailed picture of what version 3.0 will bring a little later this year.

As always, let me know if you have problems/questions/feedback etc, either by email or on the forums!

All the best,
Justin Kellis
Tanuki Digital


-----------------------------
RELEASE NOTES - Version 2.1.4
-----------------------------
WHAT'S NEW:
- Preset Transitions have now been updated and re-enabled.
- Added new 'Reflection Sharpen' option to UI under 'Water Surface' settings.
- Added 'Max Depth Range' option to shoreline generation to narrow down appropriate shore wave resolution.
- Added 'Texture Resolution' setting to Shoreline Object UI.
- Added 'Underwater Transition Threshold' setting to UI.
- Added Event Broadcasting to fx_object components.

CHANGES:
- Suimono no longer forces Y-scale of 1.0 when using custom mesh. (Be careful with your custom meshes though!)
- Removed deprecated internal function call 'PresetDoTransition()'.

BUG FIXES:
- Fixed bug with consistent Fog and foam.  Depth rendering is now independent of camera far clip distance.
- Edited Preset Encoding to use InvariantCulture checks. (Big thanks to craftyfirefox on the TD forums!)
- Fixed error with Shoreline rendering waves inside terrain areas.
- Fixed bug with Infinite Ocean mode not always choosing correct mesh.
- Addressed errant bug with Layer assignment and physics matrix configuration.
- Code reference updates to use Type-based Find instead of Name-based Find().
- Re-Enabled 'Scene Track Object' inheritance when not explicitly set (fixes loss of audio and fx problem).
- Fixed occasional error with random assignment losing references.
- Fixed overbrightening of underwater transparency and reflection.
- Fixed bug that prevented deletion of Module system effects entries.
- Fixed 'Wave Scale' UI bug that greyed it out in Infinite Ocean mode with custom settings active.
- Fixed intermittent preset data loss while working in editor (causing error spam and UI breakage).
- Fixed intermittent layer data loss while working in editor.



PRESET TRANSITION FUNCTION OPTIONS:

Option 1:  it is assumed that preset is in the "Built-In Presets" folder.
SuimonoTransitionPreset((string)preset name, (float)transition time in seconds);

Option 2:  For accessing presets in a custom folder name.
SuimonoTransitionPreset((string)preset folder name, (string)preset name, (float)transition time in seconds);

Option 3:  For transitioning directly from one preset to another, when presets are in same folder.
SuimonoTransitionPreset((string)preset folder name, (string)from preset name, (string)to preset name, (float)transition time in seconds);

Option 4:  For transitioning directly from one preset to another, when presets are in different folders.
SuimonoTransitionPreset((string)from preset folder name, (string)from preset name, (string)to preset folder name, (string)to preset name, (float)transition time in seconds);


12
Hello All,

I'm happy to announce that Tenkoku version 1.1.6 is now ready for download...

Download Here: http://www.tanukidigital.com/download

This update includes improvements to fogging and lighting through the introduction of a few new settings. The new 'Humidity' weather setting works in conjunction with the new 'Auto Adjust Fog' setting and will automatically analyze and adjust fog distance values for a more believable and easier to control fog setup.  Note that you may need to adjust humidity value in your scenes to get the fogging that you expect, or if you'd rather stick to your current fog setup simply disable the Auto Adjust Fog setting under the Atmospherics tab.

There is also a new feature called 'Temperature Tint' which will adjust scene lighting colors based on the current temperature.  By default it adjusts to a more orange color during high temperatures and adjusts to a more blue color during low temperatures.

There have also been some adjustments made to lighting.  There is a new fill light object which adjusts via the Sky Amount (Night) setting, and will give better scene night visibility, so scenes should no longer go completely to black in between sun and moon lighting situations (however, if you want it to go to black simply set the Sky Amount (night) setting to 0).  Tenkoku will now adjust the overall ambient brightness and the darkness of shadow areas to simulate the more diffuse lighting caused by lack of direct sunlight during overcast weather.

Finally, this update includes an integration component with CTS - Complete Terrain Shader.  CTS is an advanced terrain shader for Unity with built-in settings to control wetness, rain, snow, and seasonal tinting directly on the terrain itself.  This integration script which will automatically drive the effects in CTS according to the weather settings you use in Tenkoku.  To enable this integration, install CTS and Tenkoku in your project, add the CTS weather Manager, then finally drag the /SCRIPTS/Tenkoku_CTS_Weather component onto the 'CTS Weather Manager' object in your scene.  Learn more about CTS here:  https://www.assetstore.unity3d.com/en/#!/content/91938

In addition to the above, a whole bunch of bugs and other issues have been addressed.  Please take a look at the version notes below.  Because of some of the new additions in this version it's important to remove your current Tenkoku scene object and add a new one from the prefabs folder after installing, and in general I recommend doing a complete uninstall of old versions first before installing this new update.

As always, let me know if you have problems/questions/feedback etc, either by email or on the forums!

All the best,
Justin Kellis
Tanuki Digital



-------------------------------
RELEASE NOTES - Version 1.1.6
-------------------------------

WHAT'S NEW
- Added Integration component with CTS - Complete Terrain Shader.
- Added night light Fill for better night visibility.  Control with Sky Amount (Night) setting.
- Added 'Temperature Tint' gradient that tints scene colors based on weather temperature setting.
- Added public boolean flag variable (isDoingTransition) to test for transitions from code.
- Added Wind Speed slider to Random Weather Generator tab.
- Added 'Fog Obscurance' property under Atmospherics to handle sky/fog distance blending.
- Added 'Auto Adjust Fog' setting under Atmospherics.  Enabled by default.
- Added Weather Humidity setting.  Automatically adjusts fog distance and rendering when enabled.
- Added subtle moon lighting to overcast clouds at night.
- Added Sun Flare setting under 'Atmospherics' section.
- Added Moon Horizon Tint option, to manually control low-horizon moon color.
- Added 'Use Full Screen Aliasing' option.  Off by default.  Useful when showing reflections of clouds in your scene.
- Added 'Adjust Overcast Ambient' setting to lighten ambient shadows during overcast weather.

CHANGES
- Adjusted default sky lighting to be darker (previous settings were confusing to those not using Tonemapping.)
- Adjusted Dusk/Dawn lighting to be less red.
- Changed rain/snow/fog particle collisions to 'default' Unity layer.  Should help with default performance.
- Random Weather generator no longer overrides wind speed.
- Removed forced moon shadows.  Set to soft shadows by default, but LIGHT_NightSky object can now be edited.
- Adjusted cloud transparency and lighting slightly.
- Added additional tooltips.
- Reflection probe intensity no longer forced to 1.0, but is set at 1.0 by default.
- Removed Fog Dispersion setting.  No longer applicable.

BUG FIXES
- Fixed sky calculation timing error when set to large time multipliers (3600+).
- Fixed Scattering calculation shader which was preventing proper color rendering in DX9 and MacOSX.
- Fixed sky shader errors when used in PS4 render target.
- Fixed new sky atmosphere shader to work properly on MacOSX.
- Fixed fog/sky tracking error while switching scene cameras.
- Fixed overdarkening of Stratus and Cirrus clouds.
- Fixed bug showing incongruous horizon line when during overcast weather.
- Fixed issue with y-reversal in fog buffer when using Forward and MSAA.
- Fixed intermittent issue with Aurora render clipping.
- Fixed distant dark horizon line and lower atmosphere rendering fill.
- Fixed 'Fade Distance' setting, now blends out distant fog properly again.
- Fixed camera .hdr switch error in Unity 5.6+
- Fixed error with Scene Light Layer list population while playing scene.
- Fixed outline rendering issues in cumulus and stratus clouds.
- Fixed auroa compositing with Legacy Clouds.
- Fixed blank screen error when Light rays are enabled and temporal aliasing is disabled.
- Fixed prolonged delay with initial reflection probe and ambient update.


13
TENKOKU - Dynamic Sky / Dark line at edge of Horizon (fix!)
« on: April 22, 2017, 10:15:07 AM »
For anyone who is seeing a dark line at the horizon when using far render distances the attached shader update below may fix this for you.  The black line was being caused by the lower half of the atmosphere rendering defaulting to black.  I've extended the atmosphere algorithm so that it renders far below the horizon line, this should fix this issue in most cases.

EDIT:  Install Notes...
To install this updated shader file you need to replace the current file located in the /Shaders folder.  But don't do this by dragging it into Unity as it will lose the reference and you'll get a pink error.  Go to the actual folder on your hard drive and drag it into the /Shaders folder there.  (you can right click on the shaders folder in Unity then click 'show in explorer' to open the actual folder location), and it should replace the previous shader automatically.

14
Hello All,

I'm happy to announce that Eye Advanced version 1.0.7 is now ready for download...

Download Here: http://www.tanukidigital.com/download

This update includes a number of bug fixes, as well as adds the ability to adjust shading around theedges of the eye (iris and sclera) in order to improve the viual integration between the eye and character.  This is done by the inclusion of shader mask texture files and can be adjusted on the shader from 0.0 (default) which is no shading, and 1.0 which is full dark shading.

As always, let me know if you have problems/questions/feedback etc, either by email or on the forums!

All the best,
Justin Kellis
Tanuki Digital


------------------------------------------
RELEASE NOTES - Version 1.0.7
------------------------------------------
- Added Separate "Shade" textures masks for sclera and iris.
- Added shader function to darken "shade" areas for better visual integration with characters.
- Sclera and Iris shading can be adjusted individually adjusted.
- Fixed a problem with Iris normal rendering on the LOD0 and LOD2 objects.
- renamed 'iris texture' attribute to be 'iris mask' for better clarity.
- Iris texture is now clamped correclty, preventing edge artifacts in some fringe cases.
- Reflection term is now adjusted based on red channel of the iris texture.


15
-----------------------------------------------------------------------
Note: Tenkoku version 1.1.5d has been posted.  This version has the following changes in addition to the below:

BUG FIXES (1.1.5d)
- Fixed new sky atmosphere shader to work properly on MacOSX.

BUG FIXES (1.1.5c)
- Fixed fog/sky tracking error while switching scene cameras.

BUG FIXES (1.1.5b)
- Fixed overdarkening of Stratus and Cirrus clouds.

If anyone downloaded 1.1.5 and would like a small patch file for 1.1.5d then please send me an email and let me know--> konnichiwa[at]tanukidigital.com
----------------------------------------------------------------------


Hello All,

I'm happy to announce that Tenkoku version 1.1.5 is now ready for download...

Download Here: http://www.tanukidigital.com/download

This update includes new sky rendering based on the Oskar Elek 2009 sky model. This allows a smoother and more natural gradient in the sky and better realism and tonality especially around Dawn/Dusk.  The new sky model is enabled by default, but note that you can switch back to the original Tenkoku sky if you need to by selecting the 'atmospheric model' setting in the 'ATMOSPHERICS' tab.  It is highly recommended to use Linear Rendering, and some form of Tonemapping in your project while using the new sky model, and the default brightness has been configured assuming that will be the case.  If you aren't using Tonemapping then I recommend you reduce the 'Sky Amount(day)' setting under 'CELESTIAL SETTINGS' to compensate for this.

Also of note is a brand new rendering model for the Aurora effects.  This has been redone completely and should now be working properly with all other Tenkoku systems, as well as looking more interesting and realistic.  By default the auroras will only appear when you're above 60 degrees in latitude (or below -60).

I've also added a number of tooltips to the UI (yes, finally!).  You can see the tooltips while hovering over the asterisk next to many of the settings and options.

Note that Tenkoku will now disable MSAA in your project by default, but there is a setting under configuration to prevent it from doing so if you prefer.

One other improvement that has been added is the ability to choose how the ambient source in Tenkoku reacts.  You can now choose to use the Tenkoku skybox as ambient color contribution, and this is enabled by default.  When set to skybox, ambient lighting will be updated based on the reflection probe update FPS setting.

In addition to the above, a whole bunch of bugs and other issues have been addressed.  Please take a look at the version notes below.

Unity Version Update:
Please note that this version requires Unity 5.3.4 or greater.  If you are using a lower version of Unity, then you can download an older version of Tenkoku (1.1.2 and below) from the Tanuki Digital website.  This version has been tested with the latest Unity 5.6.0f1 Beta and is working as expected as of that version.  If you notice any issues while using the 5.6 beta please drop a note about it on the forums.  Also note that that because of some of the additions above, it's necessary to delete the current Tenkoku object in your scenes and add a new object from the prefabs folder after installing.

As always, let me know if you have problems/questions/feedback etc, either by email or on the forums!

All the best,
Justin Kellis
Tanuki Digital




-------------------------------
RELEASE NOTES - Version 1.1.5
-------------------------------

WHAT'S NEW
- New Atmospheric rendering based on Oskar Elek model.  This is set by default.  You can switch back to previous sky model in the 'Atmospherics' section if you prefer. (use in conjunction with Tonempaping is highly recommended).
- Improved Aurora rendering model should give more interesting and realistic looking aurora effects.
- Added tooltips in editor on many settings (hover over the *).  Only works while not in play mode (Unity, doh!)
- Added 'Disable MSAA' setting that forces MSAA off when selected. (On by default)
- Added 'Ambient Source' selection option.  Can now set ambient to 'Skybox' for more realistic Ambient Rendering.
- Added 'Add Automatic FX' option which allows control over automatic camera FX instantiation.
- Added 'Day Ambient Amount' in color section to control ambient multiplier brightness during day (skybox ambient only).
- Added 'Night Ambient Amount' in color section to control ambient multiplier brightness during night (skybox ambient only).
- Night lighting is now modulated properly by the moon phase, so waxing/waning moons will be darker than full moons.
- Added 'Weather Overcast Darkening' slider that separately controls the overcast darkening from the overcast cloud rendering.

CHANGES
- Force disable 'Temporal Aliasing' when running on Mac. Hopefully there will be a mac-compatible version in the future.
- Tenkoku now forces built-in reflection probe intensity to 1.0 for accurate sky color reflections.
- Edited cloud and sun gradients for more realistic behavior around dawn/dusk.
- Edited star visibility transition timing to be more realistic.
- Updated Solar eclipse Flare texture.
- Clock display in 'Time and Position' tab changed to text display (no longer used as time inputs, use sliders instead.)
- Brightened Moon Rendering and improved Day Sky blending.
- Tenkoku_SetTransition() function now accepts floats for time duration. (note: int duration input is marked for removal)
- Tenkoku_SetTransition() now inlcudes Smoothed start/end transition by default.
- Tenkoku_SetTransition() now accepts optional AnimationCurve input to better control transitions.
- Made sun shaft lighting less orange during non dawn/dusk hours.
- Gradient Source set to 'Texture' by default.
- Lowered sun flare intensity.

BUG FIXES
- Fixed camera tracking to use proper world coordinates (was causing distance clipping in clouds/stars/galaxy).
- Cached component lookups to reduce Garbage Collection resources.
- Cloud movement now respects Unity Time.timeScale settings.
- Cloud noise generation no longer freezes if timescale is set to 0.
- Legacy cloud movement now corrected when 'link to system' is off.
- Fixed Sun render clipping when set to larger sizes.
- Set default Sun Mie value to be lower.
- Ambient light is now affected by solar eclipse state.
- Fixed 'Scene light layers' list population bug in editor.
- Fixed bug with Tenkoku_SetTransition() functionality, now should be working properly.
- Moon lighting now fades in at proper time (no more dark areas between sun and moon).
- Moon brightness adjustments in Gamma mode.
- Lightning no longer flashes continuously if factor is changed during lightning strike.


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