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Topics - Chingwa

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1

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.


2
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)





3
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.

4
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!




The Tachi was the main personal weapon for battle and it’s origins can be traced back  to the very beginnings of the Samurai class. The blade was longer in length than later swords with a tapered blade and more severe curvature, making it lighter and easier to wield from horseback. The Tachi was worn on a band hanging from the hip with the curved edge facing downward.

This release includes a custom model that reflects the particular differences in the Tachi sword, as well as a new custom material and textures specific for this sword.

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 1.2
-------------------------------
- Added new Sword model 'Tachi' and corresponding textures.

5
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#.

6
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);


7
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.


8
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.

9
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.


10
-----------------------------------------------------------------------
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.


11
TENKOKU - Dynamic Sky / UPDATE 1/25/2017 - Tenkoku Version 1.1.4 Released
« on: January 25, 2017, 03:22:31 PM »
--------------------------------------
NOTE (1/27/2017):
I've released a new Update (version 1.1.4b) which addresses a few additional bugs since the 1.1.4 release.  There is also a patch file available for those who have already installed 1.1.4, and don't want to re-download a whole new version.  Here are the additional bug fixes:

BUG FIXES (1.1.4b)
- Fixed camera tracking to use proper world coordinates (was causing distance clipping in clouds/stars/galaxy).
- Cached component lookups to reduce Garbage Collection resources.

---------------------------------------


Hello All,

I'm happy to announce that Tenkoku version 1.1.4 is now ready for download...

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

This update includes a few big updates.  The first is the addition of temporal aliasing for the new cloud system which helps smooth out and reduce banding, noise, and other artifacts in the clouds.  Because of this improvement it's also possible to reduce the 'quality' level of the clouds which helps increase performance, but still maintain acceptable visual rendering.  Temporal aliasing is on by default but can be turned off via a checkbox in the 'Configuration' panel.  Please note that if you are using other Temporal Aliasing components on your scene camera, (or if you choose to use the legacy Tenkoku cloud system) it's recommended to turn the Tenkoku aliasing off.

The next improvement is the addition of in-editor Color gradient editing.  This has been requested ever since version 1.0, and I'm happy to finally be able to include it.  In-Editor gradients are on by default, but you can also choose to use the previous method of defining color gradients through a texture file.

There has been a little bit of editor re-arrangment in this version, notable is the inclusion of a specific 'Colors' panel, where all color settings have been consolidated to and also which includes the gradient controls mentioned above.  There have been a number of additions to the 'Configuration' panel, allowing you more control over cloud rendering.

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.

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 1.1.4
-------------------------------

WHAT'S NEW
- Improved Cloud rendering, with reduced artifacts and better performance using Temporal Aliasing.
- New 'COLOR' section in interface, now distinct from 'Configuration' section.
- Now able to configure time color gradients directly in interface (no need to edit texture).
- Now able to pick between color gradient source, either 'Texture' or 'Custom Gradients'.
- Added 'Precipitation Quality' setting to control performance vs visuals of particle systems.
- Added 'Cloud Frequency' setting to control amount of clouds in sky.
- Added 'Cloud Detail' setting to control cloud edge detail.
- Added 'Temporal Aliasing' option to configuration menu.
- Added 'Lightning Tint' setting to customize lightning color(rgb) and intensity(a).

CHANGES
- Added apparent horizon sizing for sun and moon.
- Clamped Atmospheric Density setting to 0.5f minimum.
- Moved Cloud settings to Configuration panel (removed from weather panel).
- Tenkoku now automatically adds light ray effects to camera if not already available.
- Internal TenkokuModule reference no longer depends on "Tenkoku DynamicSky" name.
- Lowered apparent moon horizon size multiplication factor.
- Reduced Fog response to lightning flashes.
- Moved 'Link Clouds to Timer' setting to configuration panel
- Tenkoku now automatically adds fog FX to camera if missing, making setup easier.

BUG FIXES
- Fixed bug where Fog Tint color was not respecting distance settings, causing thicker than expected fog rendering.
- Fixed bug with sun/moon showing in front of terrain.
- Fixed bug with legacy clouds showing in front of terrain.
- Fixed bug with Random number references failing when project recompiles script.
- Fixed bug with lightning losing reference when no camera is present in scene.
- Clamped weather pattern and transition times to always be above 0, which was causing some unpredictable behavior.
- Fixed bug causing Sun light disabling during dawn/dusk hours.
- Fixed error with stars/galaxy not respecting timezone and daylight savings time settings.
- Fixed issue with sun and moon being clipped by camera frustum.
- Fixed issue with UI scaling out of window on OSX.
- Fixed issue with Updates erroneously using fixedDeltaTime, instead of deltaTime.
- Fixed bug with 'Advance Time' not stopping time when turned off.
- Attempts to limit material duplication for GIT and sharing purposes.
- Cloud direction offset is now set to relative (only works when clouds are not linked to system timer).

12

Hello All,

Happy New Year!
I'm happy to announce that Suimono version 2.1.3 is now ready for download...

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

There are a number of bug fixes and optimizations included in this release, including the simplification of shader keyword data which should significantly improve compiling, import, and export times.  I've also fixed a few issues in Unity 5.5 that were preventing proper rendering, and improved distance rendering accuracy for foam, shoreline, and depth functions.

Suimono in 2017
Over the past few months I've been working on water rendering experiments utilizing a full deferred pipeline that takes advantage of Unity 5.5 and it's ability to render both reflection probes and screen-space reflections (SSR).  These experiments are still ongoing, but they may potentially yield an exciting new direction for Suimono.  Hopefully I'll have more info on this that I can share with everyone soon.  I'd like to thank everyone for your support and am looking forward to continued improvements and new developments in 2017!

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 2.1.3
-----------------------------
WHAT'S NEW:
- Suimono now logs and disables some Module functions when no surfaces are visible.
- Added Action Types to FX Objects.  Can now designate how many times an effect repeats: once, specific #, or forever).

CHANGES:
- Removed custom shader keywords, which drastically improves shader compilation speed and reduces memory footprint.
- Suimono no longer forces MSAA to be off, but it's still recommended to keep it off in order to use HDR lighting and eliminate possible render issues.
- Default buoyancy range raised to 500.
- CameraTool component can now selectively change camera HDR mode (defaults to off).
- Improved render texture accuracy, helps improve foam and depth visuals over long distances.

BUG FIXES:
- Fixed erroneous 'materials' error message spam in Unity 5.4+ (yes, let rejoicing commence).
- Fixed unexpected symbol bug in SuimonoGaia.cs file.
- fixed underwater fog combining with transparent objects (for example, clouds, billboards, etc.)
- Layer initialization set to run only on start to help improve performance.
- Added Reference checking in some cases to avoid component memory loss errors.
- Cast Lists as non-serializable, to fix mangled string bug.
- Fixed possible preset loading/saving error, resulting from rigid float-decoding format assumptions (now use InvariantCulture instead).
- Fixed Module UI layout to reveal hidden 'interaction' option.
- Re-enabled global Interaction on/off function (enables buoyancy, fx objects, and underwater detection).
- Added local Interaction function for each water surface (enables buoyancy, fx objects, and underwater detection).
- Fixed an issue with reflection rendering not performing properly in HDR with some 3rd party assets.  reflection color should be brightened to compensate.
- Caustic rendering now properly adjusts when tracked light is disabled.
- Water surface specular no longer disappears when Transparency function is turned off.
- Fixed bug with Shoreline generation function failing in Unity 5.5+
- Buyoancy object 'Keep At Surface' setting now works properly again.
- Fixed issue with UI scaling out of window on OSX.
- Fixed double rendering of custom prefab icons.

13
TENKOKU - Dynamic Sky / UPDATE 11/15/2016 - Tenkoku Version 1.1.3 Released
« on: November 15, 2016, 04:54:49 PM »
Hello All,

I'm happy to announce that Tenkoku version 1.1.3 is now ready for download...

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

This is a maintenance update to address a number of bugs and errors that I felt were serious enough to address immediately, instead of waiting for a more substantial improvements.  Of note are issues affecting linear color banding showing up in the sky, as well as some compositing issues with the new cloud system, and overly yellowing of lit scene objects.  Also note that this version should be compatible with the latest Unity 5.5 beta 11.

Unity Version Update:
Please note that this is the first version that now 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.

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 1.1.3
-------------------------------

WHAT'S NEW
- Added 'Mie Amount' slider to control mie scattering around sun.
- Added 'Mie Amount' slider to control mie scattering around moon.
- Added subtle eye ocular flare when looking directly at sun.

CHANGES
- Reduced color gradient of sun to fix over-yellowed lighting.
- Changed Fog function to ignore transparent objects by default.
- Apply distant scattering directly to cloud objects (rather than relying on camera overlay).
- Fixed fade distance to be static distance range (previously depended on camera distance).

BUG FIXES
- Fixed issue with color banding in linear mode.
- Fixed overcast cloud ccolor clipping in linear mode.
- Removed sky shader clamping function, was preventing full sky smoothing in linear mode.
- Fixed bug where disabling fog was mistakenly not removing fog tinting.
- Fixed issue with cloud shader failing when attempting mac build.
- Fixed issue with sun lighting being enabled when moon is out (when allow multi-lighting is on).
- Fixed issue with Moon light not rendering shadows (when allow multi-lighting is off).
- fixed cloud and star compositing in Unity 5.5 beta.



14
Hello All,

I'm happy to announce that Tenkoku version 1.1.2 is now ready for download...

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



Updated Cloud Rendering System:
Version 1.1.2 includes a new cloud rendering system that gives much more pleasing visuals, and overall improves the realism in the sky.  They also integrate much nicer with the whole range of Tenkoku lighting, giving better effects both during the day and during dawn/dusk and night. The new cloud system has a quality slider and you're able to strike a balance between performance and visuals that best suits your project.  Please note that there are still some artifacts in the clouds, but this may be addressable with the implementation of a temporal blend system, this could also improve performance by allowing you to use a lower quality setting than would otherwise be acceptable...research is ongoing!  For those who prefer the old cloud system you can still use it by checking the "use legacy clouds" option in the weather panel. The cloud tech was adapted from the amazing work of Keijiro Takahashi, you can check out his GitHub prototypes here: https://github.com/keijiro

Unity Version Update:
The new cloud system requires a minimum Unity version of 5.3.4.  For those using older versions of Unity you are able to download a version of this 1.1.2 update that uses the legacy clouds, and still get all the other updates as noted below.  Please be aware however that all future Tenkoku updates will require Unity 5.3.4 or higher.

Other Improvements:
There have been a large number of other fixes and improvements in this update.  Notably a lot of attention has been paid to performance improvements in the code, and this should be noticeable especially on lower end systems.  There have also been some tweaking to the overall sky rendering, and addition of some other requested options such as tinted fog and timezone support.  Also note that a few long-standing bugs have been fixed, in particular time movement has been smoothed on a sub-second level, and cloud positions should now be syncable over the network ( i.e. cloud positions are now linked to time/date data).

Where's the Advanced Weather Update???

I know there are a few out there who are looking forward to this feature, but it had to be postponed unfortunately.  Now that the new clouds are working properly I should be better able to focus on the advanced weather system.  Thanks for your patience on this, I hope to have some more news about this soon!

Note: It's recommended to uninstall your current version of Tenkoku completely 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 1.1.2
-------------------------------

WHAT'S NEW
- New Cloud System! Includes more realistic formations and volumetric rendering. (Requires Unity 5.3.4+)
(legacy clouds still available if needed.)

- Added 'Cloud Quality' slider to adjust render quality vs performance of new clouds.
- Various system optimizations to help boost performance (replacing old code)
- Added Time Zone offset setting.  This should be used in conjunction with longitude to get accurate local time.
- Added optional toggle to enable Daylight Savings Time.
- Added 'Sun Scattering' color selector, which tints the atmospheric glow around the sun.
- Added 'Minimum Light Altitude' slider to keep lights/shadows from progressing too low to the horizon.
- Added 'Fade Distance' setting to fade out distant geometry (based on camera distance).
- Added 'Fog Tint' option under configuration.
- Added 'Auto Advance System Timer' for use with Server->client syncing.

CHANGES
- Main code loop now sets custom execution order (alleviates camera shake with some 3rd party assets).
- Edited code to reduce Garbage Collection calls (should improve performance).
- Edited code to remove unnecessary string conversions (should improve performance).
- Edited code to optimize redundant texture sampling (should improve performance).
- Removed Tenkoku_SetData function (deemed no longer necessary due to C# conversion).
- Removed Tenkoku_SendTransition function (deemed no longer necessary due to c# conversion).
- Adjusted sky blur shader for better optimizations and Garbage Collection.
- Made adjustments to overcast lighting levels.
- Edited default sky tint color (editable under configuration tab).
- Edited default starting date to show full moon.
- Added Tint color to moon shader, allowing you to change the Moon's primary color tint.
- Improved performance to internal blur shader, resulting fewer pass calls with minimal quality degredation.
- Minor improvements to Sunshaft shader, resulting in a small allocation optimization.
- Set Sunshafts to properly inherit sunlight color.
- Moon now tints correctly when in low aspect to the horizon.
- Improved smoothness of sky blend rendering.
- Improved Rendering of Earth shadow.

BUG FIXES
- Edited shaders for PS4 compatibility.
- Fixed bug with sky rendering wrong time of day, should now be more accurate.
- Fixed bug with reversed Longitude settings.
- Fixed losing references on code recompile bug.
- Removed ancillary particle shader from package (was overriding default unity shader)
- 'Ambient Tint' setting was not properly affecting ambient light contribution.
- Fixed .material access in particle components.  Changed to .sharedMaterial instead.
- Fixed rain-fog and scene-fog particle pooling issues in Unity 5.4+
- Fixed UV edits in the Galaxy shader that was preventing error-free compilation in Unity 5.4+
- Rain splash and fog effects now take trigger colliders into account.
- Fixed Sunshaft object reference link (would occasionally report null).
- Smoothed minimum time change adjustment which was causing jerky shadow updates.

15
There have been many many people that have asked me about this bug with Unity 5.4...

material.sharedMaterialData -> smallMaterialIndex != 0

I am happy to report that this bug is NOW FIXED, and it will be included in the next update. But since it's such an annoying issue for those using 5.4 I thought I would detail how to fix this in the meantime. It took forever to track down this issue because the error reporting gives very little meaningful info about where the problem lies. I eventually had to strip out every line citing materials from the codebase til I found the problem. The issue, in fact was just one single line of code. To fix follow the below instructions:

1) Open the SCRIPTS/SuimonoObject.cs file
2) On line 822 you'll find the below code:

    scaleRenderer.sharedMaterial.CopyPropertiesFromMaterial(surfaceRenderer.sharedMaterial);

3) Replace this code with the following edit:

    scaleRenderer.material.CopyPropertiesFromMaterial(tempMaterial);

4) Save the code and restart your scene.

That's it! I expect this to fix the problem in 100% of cases, but of course let me know if this continues.

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