Features:
- physically-based atmospheric scattering (classic Rayleigh and Mie)
- true volumetric haze, using the directional light shadow map for light shafts
- height-based fog with sun lighting
- flexible zoning system to create effects for specific areas
- create custom time-of-day variants for changing atmospherics during day/night cycles*
- custom transparency shaders to integrate with the atmospherics
(*DeepSky Haze is not a time-of-day system, but allows you to create atmospheric effects that can be smoothly blended via a Time parameter.)
The system works on DX9, DX11 and OpenGL Core (for best quality and performance, DX11/OpenGL Core are recommended, mobile platforms are not supported).
In the next version (ETA within the next couple of weeks):
- compatible with more Unity versions - everything from 5.2.1 up
- quick setup 'one-click' option to speed up adding atmospherics from scratch
- step-by-step guide to adding DeepSky Haze atmospherics to custom transparent shaders (already up on the website)
- specific shaders for transparent skybox objects, without the expense of the full transparent shaders
- example water shader with atmospherics support