Fast Stylized Procedural Sky

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Well optimized dynamic sky material and advanced weather system. Exclelent choice for stylized games.

  • Supported Platforms
  • Supported Engine Versions


Fast Stylized Procedural Sky is a unique dynamic sky material and advanced weather system that is perfectly balanced between quality and efficiency. Designed and optimized specially for Mobile, Virtual Reality and stylized PC/Console games.





  • GPU friendly, works efficient even on VR/Mobile. Unlit material without blending, uses one drawcall in forward rendering. Small memory usage.
  • Over 50 parameters to customize.
  • Clouds lighting with scattering and shadows changes depending on sun position.
  • Static background clouds and stars layer.
  • Configurable shiny sun and moon, eclipse and stars scintillation.
  • Atmospheric sky gradient with tilting in sun direction.
  • Customizable automatic clouds UV calculation.
  • Moon normal-mapping and lighting calculated based on relative sun and moon position.
  • Sky parameters loaded from curves/manual settings and blueprint functions.
  • Wind direction and clouds speed.
  • Smooth transitions between weather states based on preset system.
  • Static landscape backgrounds interleaved with clouds.
  • Height fog and sky light interaction.
  • Material is based on the new unpublished before method for fast calculation of procedural clouds lighting. You will not find this solution anywhere else!

Technical Details


  • Sky material shader (ONLY 150 instructions! and ONLY 4 texture samplers used!)
  • Low poly skydome mesh.
  • Tilled clouds texture 1024x1024 with encoded four depth traces on channels.
  • Moon normalmap texture 512x512
  • Background equirectangular texture 2048x1024 (R-stars, G-Background clouds, B-Distortion clouds)
  • Blueprint that uses material and implements time of day and preset system.
  • 8 Color curves for simulating the day and night on Earth.
  • 12 presets of weather (sunny, cloudy, foggy, snowy, smoky, stormy, clean, rainy, half sunny, gloomy, blizzard, overcast)
  • 3 Landscape background textures 4096x1024 (depth encoded as alpha)



  • Material is not based on volumetric principes, rendered sky is flat with illusion of depth based on shading so the best results you will get from ground.
  • Sky is non-realistic/nonphysical based but there is a lot of options to tweak the results to make it look reliable.
  • Blueprint is not calculating the real celestial bodies movement relative to earth.



  • The texture of clouds is generated from noise and contains encoded four traces in the depth of cloud so probably you will be not able to replace this texture. I’m going to create generator for this textures in future.
  • Network replication.
  • Scalable day and night duration.
  • Particle emitters in weather preset.

Ready for requests. Remember that your positive rate and comment is my fuel for the next update.



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