Overview
Ambience is an editor window that gives a scene a complete look in one click: sky, sun, fog, exposure and colour grade, set up together so they agree. All vanilla Unity mechanisms.
Every look is a profile, and there are 200+ of them. Browse them as a grid of thumbnails, preview any of them on your own scene without changing it, and apply the one you want.
It is a tool for setting a mood, not a weather or day-night system. Nothing runs in your scene afterwards. It's all plain Unity.
The profiles
- 200+ profiles: realistic outdoor, realistic indoor, stylized outdoor, stylized indoor. Profiles are based on days, dusks, nights, fog and rain, snow, deserts, jungles, coasts, storms, cities, caves and underwater; interiors from a daylit kitchen to a nightclub, a candlelit chapel or a concrete stairwell; toon, anime, painted, pastel and low-poly looks; and other worlds.
- Each profile sets everything at once: sky type and colours, clouds, sun height, colour and strength, fog colour and distance, exposure, tonemapping, white balance, contrast, saturation, hue curves, shadow and highlight tints, bloom, vignette, grain, lens flare.
- Profiles are pipeline-neutral data. The same profile applies in HDRP and URP; each pipeline gets what it can render.
Working with it
- Live Preview shows a profile on your scene as you browse. It never touches your scene, switching it off leaves no trace.
- Apply To Scene writes the look for real into your scene
- Tweaks adjust any profile relative to its design (exposure, fog density, temperature, contrast, highlight and shadow tint, bloom, grain and more), with one-click variations (Brighter, Foggier, Warmer, Punchier, Grittier) and a Reset.
- Sun dials and time of day move the sun without leaving the profile.
- Your own profiles: duplicate any stock profile and edit every value in the Inspector.
- Thumbnails from your scene: capture every profile as it looks in your project, in one batch, so the grid shows your game.
- A Setup tab lists what the project needs for a profile (volumetric fog, clouds, HDR, ambient occlusion…) with one-click fixes, and the Scene tab warns about conflicts like a second global volume or a second shadow-casting sun.
Render pipelines
- HDRP: Physically Based Sky, volumetric clouds and the 2D cloud layer, volumetric fog with light shafts, auto exposure with limits worked out from each profile's light, the moon as a celestial body with phases, stars.
- URP: a gradient sky with its own sun disc, distance fog, URP post-processing. URP has no auto exposure, so the tool calculates the exposure for each outdoor profile and scales its light by it.
What it is not
No day-night cycle, no weather simulation, no runtime scripts added to your scene. Ambience sets looks up; your game runs them.
This asset is designed to give professional developers a quick means to change the appearance of their since with plain Unity means, i. e. settings for directional light and post processing volumes.
Keep in mind that the profile names originate from the reference assets. Whether the name resembles your scene heavily depends on what you have in your scene and might need fine adjustment.
Screenshots & Videos
The screenshots are created using various assets from the Unity Asset Store in order to show how the profiles change their appearance in an instant. Please look at the Youtube descriptions to get information about which assets were used.