WeatherNode HDRP – Dynamic Time & Weather View on Asset Store (opens in new tab)

Package details

Latest version
1.2.0
Last updated
First released
Unity version
6000.1.10 or later
Package size
83.2 MB
Files
63
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WeatherNode HDRP – Dynamic Time & Weather

by GhostbuGaming (opens in new tab)

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Easy to implement day & night cycle system for HDRP. The package also includes an experimental Weather System, which can be used as foundation to creating your own weather cycle system.

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Price history for WeatherNode HDRP – Dynamic Time & Weather, 6 months Current $4.99; lowest $4.99; highest $14.99 in this period. $0 $10 $20 Jun Jul Aug Sep Oct Nov

Asset preview

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WeatherNode HDRP – Dynamic Time & Weather screenshot 1

WeatherNode HDRP – Dynamic Time & Weather screenshot 1

About this asset

Simple Time & Weather

The package was initially created for a game I was working on but I couldn’t finish it as I was hired to work full time as a Print Designer, but it has a good foundation so I made some changes are released it so you guys can use it on your game

Features

-Customizable Day & Night Cycle

-Moon Phases

-Milky Way During New Moon

-Fog, Cloudy, Rain & Thunder Storm Weathers (Only foundation)

The package features day & night cycle, it’s really customizable, just drag the “Environment” & “Night Light” prefab to your scene

Environment has all the Time & Weather Scripts and Effects while Night Lights is a filler light while neither the sun or the moon are lighting the scenes.

Note: The lightning looks good at night.

DayNight Cycle Script

You can play with the variables that are on the script DayNightCycle on the object “Sun&Moon” to adjust time and time scale

Volume: Reference to the global volume to tamper with the exposure as the Moon and Sun are rotating

TimeScale: Determines how quickly time passes, 1 = real time increment 1 second = 1 second in-game

Day Float: Tracks the moon phases 0 or 29 means new moon

HourFloat, Minute Float and Second Float: Lets you tamper with the time, change time of the day and positions of the sun & moon.

Sun: The directional light that represent sun, actually I made it the parent of moon so that the moon rotates with the sun while having it’s on rotation to simulate moon phases

Moon: The directional light that represent moon, has rotation of its own to simulate moon phases, but also it has to rotate with the sun so make it a child of Sun if you are to put it together from scratch

WeatherSystem: Reference to the weather system to tamper with the temperature as the sun and moon rotate around

WeatherSystem Script

The weather system was initially too complicated so had to cut down few things, I created the script to simulate real time weather, but it was too complex and messy so now it’s more like a foundation or a framework you can build up on

Player: Tracking the player position so the effects happens within range (Note: due to the this may not work with multiplayer games unless you are keeping the weather system client sided)

Foggy: Determines whether it’s a foggy weather or not

Raining: Starts raining if true, and if the cloud intensity is high enough and really cloudy, lightning effects starts with an interval of 50 seconds by default

Fog Increment: Determines how quickly it gets foggy or fog goes away

Cloud Shape: Gives you access to control the shape of the cloud, you can use this to control shape of the cloud directly without any hassle of learning the volumetric cloud API

Cloud Intensity: Decides the intensity of the clouds and the chances of lightning bolts appearing during raining, it’s not controllable directly but you can change intensity by changing the wind speed, lower the wind speed higher the intensity.

Wind Speed: If you ask me if this accurate, I think so, I did some research at the time, but Wind Speed in this system is inversely proportional to Cloud Intensity

Profile: Reference to the global volume profile that has Visual Environment, Physical Based Sky, Volumetric Clouds and Fog (Just the base fog), priority of this profile shouldn’t be higher than the Fog profile

Fog: Separate volume profile to control the fog during foggy weather, Fog in the game controlled by adjust the weight value of this profile

Rain & Ripple: Reference to the particle effects, you can swap it with your custom effects or even VFX for better performance just change the variable type to GameObject and make it play on awake and on loop.

Lightning: This is the object that spawns during rain, it’s randomly spawn and destroyed after a few seconds, from the prefab this looks like an empty object but it actual spawns with the sfx and particle effects

Lightning Interval: Determines how often lightning Strikes

Movement & FreeLook Scripts are simple first person scripts that you can attach to any objects with a camera parented to it to turn it into a first person controller, pretty self explanatory variables.

Lightning System Script: The script that attaches the object spawned in WeatherSystem with the sfx and the particle effects, by choosing randomly between the three effects I already created for the system along with the sound effects

DestroyObject Script: WeatherSystem uses this script to destroy the lightning object after spawning.

From the publisher's Asset Store listing.

Technical details

Requirements

-Unity 6 LTS (Haven't tested on previous versions but the package was intially created on 2024.2)

-High Definition Render Pipeline (Weather & Lighting)

-Input System (Player Controller)

-DX12 Support

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.2.9f1 Not listed Not listed Compatible
6000.1.10f1 Not listed Not listed Compatible

SRP and URP are incompatible as of now, as the packages use Physical Based Sky, Volumetric Clouds, and Fog from HDRP.

However, I might add compatibility for URP in the future, as I am currently working on an open-world mobile game.

As listed on the Asset Store.