Procedural URP sky in one material: atmosphere, two cloud layers, stars, sun and moon, sky images, smooth day-night cycle, volumetric height fog and lightning. 60+ ready-made skies.Created and tested on 6000.2 Unity version in PC and android buildsAlso tested on 2022.3 Unity versionIn 2022 Shaders works in, but scripts needs few modifications for fix warnings in consoleDigital Sky Pro - Complete Atmospheric SystemTransform your Unity project with the most comprehensive procedural sky and atmospheric system available!WebGl Demo (Enable the WebGPU flag in your browser if sky is purple.)DigitalSky Pro renders the whole sky from one material. Atmosphere, gradient, stars, sun or moon, a sky image and two cloud layers draw in a single skybox pass, and every value is edited in the material inspector. A material is a preset: apply it from the Sky Presets window and the scene's directional light rotates and recolours to match the sun.Version 2.0 is a full rebuild. The sky is now driven entirely by materials, volumetric fog runs through the URP Volume system, and a new day night cycle blends any list of skies. The code base went from 16,000 to 6,800 lines.SKY One material per sky, custom inspector, no controller component in the scene 30 ready made skies: clear days, sunrises and sunsets, storms, alien worlds, moon nights, aurora Sky Presets window: tile grid with preview icons that are generated automatically for every new sky material 8 key colour gradient, collapsible to 2 7 keys Rayleigh and Mie scattering, Mie anisotropy, ozone absorption, ground albedo, scattering floor Background source: procedural sky, or a cubemap or equirectangular panorama with rotation and exposureSUN, MOON AND STARS The sun moves on an orbit defined by two values, tilt and phase, with a compass in the inspector The scene directional light follows the sun automatically Textured sun or moon disc, texture rotation, Self Multiply mode for flickering rays Star cubemap with atmospheric fade and sun maskSKY IMAGE (NEW) Place a picture in the sky: a planet, a nebula, a castle in the clouds Azimuth, elevation, size and rotation, Additive or Transparent mode, sun tint Drawn behind the clouds, costs nothing while switched offCLOUDS Two independent procedural layers, Worley and Simplex FBM with up to 8 octaves Coverage, density, softness, height, speed, lighting, ambient, perspective, edge fade Light and shadow colour per layerDAY NIGHT CYCLE DigitalSkyCycle plays a list of sky materials and blends every float and colour between them Star, sun and background textures cross fade; sky images fade out and in without morphing The sun always moves forward along its orbit, so a cycle plays as full days Each entry can carry its own fog preset Preview in Edit mode with Run in Editor Own time base: cloud animation stays smooth in sessions that run for hoursVOLUMETRIC HEIGHT FOG URP Volume component: fog settings live in Volume Profiles and blend with global and local volumes Exponential height falloff, base height, bottom cutoff, tint, absorption, Henyey Greenstein anisotropy Main light shadows, point and spot light scattering Tileable 3D noise texture with shape, detail and large scale variation, plus wind drift Downscaled raymarch, bilateral blur, depth aware upsample, Render Graph Classic Unity fog presets for low end targets; the cycle fades between volumetric and Unity fogLIGHTNING (NEW) LightningStorm component spawns flipbook strikes around the active camera Strikes per minute, distance range, view angle, height, per flipbook overrides Optional directional light flash driven by a curveWHAT YOU GET 60+ sky materials, 27 fog presets, 5 demo scenes Planet, moon, sky image, star cubemap and lightning flipbook textures Documentation for every component plus a mobile optimization guide Full C# and HLSL sourceCOMPATIBILITY Unity 6.3 (6000.3) or newer, Universal Render Pipeline 17.3 Shaders compile for DirectX, Vulkan, OpenGL ES 3 and Metal Not supported: Built in RP, HDRP Single pass skybox shader, shader target 3.5, SRP Batcher compatible Background modes through one local keyword; Sky Image through one local keyword, off when unused Sun orbit stored in the material (tilt, phase); directional light synced on apply and in the cycle Two procedural cloud layers, per pixel Worley and Simplex FBM, up to 8 octaves Atmosphere: Rayleigh, Mie with anisotropy, ozone absorption, ground albedo, scattering floor DigitalSkyCycle: Material.Lerp blending, texture cross fade for stars, sun and background, forward only sun motion, per entry fog presets, Edit mode preview Volumetric fog as a URP Renderer Feature and Volume component, Render Graph path Fog pipeline: downscaled raymarch, bilateral blur, depth aware upsample and composition Fog lighting: main light with shadows, additional point and spot lights, Henyey Greenstein phase Fog noise: baked tileable 128³ 3D texture, 3 samples per step, 2 5x faster than the 1.x procedural noise Fog presets: SkyFogPreset assets holding Unity fog settings or a Volume Profile reference Sky Presets editor window with automatic preview icon generation LightningStorm: camera relative flipbook billboards with optional light flash 30 sky materials, 27 fog presets, 5 demo scenes Unity 6000.3+, URP 17.3; DirectX, Vulkan, OpenGL ES 3, Metal Full source code, documentation in MarkdownWriting documentations and prepare SEOSome hard mathematics with GLM 4.5 via chat




