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Productivity Upgrade - Unity Asset Store [ Paid Assets, May 2018 ]

Productivity Boost - Assets That Help Make A Better Game In Less Time
*Note: These assets are not arranged in any way, no comparison is done. They are just really cool assets that will help make your entire workflow more streamlined as well as deliver output faster.😁

8.Nokobot Utilities- It comes with an assortment of utilities that can be standalone assets by themselves. A Meshbaker is included as well as a  Pivot Manipulator tool (which is a god send), Some more tools are included as well. Check this is asset out if you make 3D games as this one will fit perfectly into your workflow.
7.Odin - Inspector & Serializer - Puts your Unity workflow on steroids, It comes with it's own serializer which can essentially serialize anything. Along with that editor is overhauled and also custom editor extensions are really easy to make with it's API and on top of all this it even comes with input validation which is really useful designers and artists. Make the most of your valuable time by checking out this asset.
6.Hierarchy Pro + Presets & Selections - An asset that crams loads of information in such a tight space but still does it elegantly and in an unobtrusive way. A real must have for a project of any scale and scope. It allows you to find issues in assets way earlier just because of all the info you are shown ,Which is always a good thing.

5.Ultimate Screenshot Creator -The best way to create screenshots for game promotional purposes.
Works in the devices themselves by the functionaluty provided rather than a print screen function being used. It works in the Editor as well as on the target platform deployed.
So Android, iPhone users can take a screenshot and will get a JPG or PNG as output which in turns can be sent and shared to other people (potential customers).
Need anymore explanation? I think not.

4.Maintainer -Keep your project neat and clean with this asset.It has 3 core features :
1.Finding & Fixing Problems & Issues
2.Find Asset References In Whole Project
3.Cleans Up Garbage
It also includes a public API so that you can modify it to fit more closely with what you want your workflow to be.

3.Advanced PlayerPrefs Window - It reads all your PlayerPrefs and presents them in such a way that you can create, change, delete and save them with just one click. This prevents you from having to code up a print statement to check the current sate of a PlayerPref. It is tremendous life saver when you are dealing with loads of PlayerPrefs. This is such an important feature that I'm surprised that Unity haven't implemented it in the engine themselves.

2.Mad Compile Time Optimizer -Drastically improves your compilation time sometimes up to a 70% reduction can be achieved. This asset organize the folder structure in such a way that promotes faster compilation times. It is a very well tested asset and the latest version is very much reliable. Get this asset if you want a great way to better utilize your time by preventing long build times.

1.Script Inspector 3 - A super fast code editor (IDE) inside the Unity Editor itself.It comes with context-sensitive auto completion for C# scripts and a rich set of additional tools.
It can even outperform other IDEs including Visual Studio.
You no longer have to fight with an external IDE to write your scripts.
Semantic, Syntactic as well as Error highlighting is available. Get this in your armory of assets if you want a seamless coding experience within the Unity editor itself.

Check out more such Unity Asset Store Gems : HERE
Don't forget to share these wonderful assets with your colleagues and friends.
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Assets Worth Checking Out


Curved Surface Shader [ Unity Implementation ]

Curved Surface Shader This is the shader that we will be having at the end of this tutorial.
 The curved surface shader is capable of achieving really varied visual effects from showing space-time curve due to gravity to a generic curved world shader that is seen in endless runners like Subway Surfers.
The concepts that you learn here can open you up to a new way of looking at shaders and if you didn't think they were the coolest thing ever already, hopefully let this be the turning point.😝.

Both the examples show above use the same exact material is just that different values have been passed to the shader.
Start by creating a new unlit shader in Unity and we will work our way from there.
First we define what the properties are:
_MainTex("Texture", 2D) = "white" {} _BendAmount("Bend Amount", Vector) = (1,1,1,1) _BendOrigin("Bend Origin", Vector) = (0,0,0,0) _BendFallOff("Bend Falloff", float) = 1.0 _BendFallOffStr("Falloff s…

Introduction To Replacement Shaders & Shader Keywords

What is a replacement shader? A replacement shader is a shader that gets applied to every object being rendered.
Since the camera determines what objects end up being shown on screen, The functionality for setting up replacement shaders are in the camera class as well.

A good use case of a replacement shader would be in making effects like SSAO.
Here we need access to the normals and the depth information so a replacement shader that displays only the normals can be rendered ( stored in a render texture ) and then another shader that displays the depth information ( stored in a render texture ) and then the final image is rendered with the SSAO effect by taking the two render textures as input and doing a bunch of calculations.

Another use case would be to visualize the environment differently for various reasons like how they did in City Skylines.

The function that performs shader replacement is:
Camera.SetReplacementShader( Shader shader, string replacementTag ) Takes in a shader as …

Toon Liquid Shader - Unity Shader

Toon Liquid Shader This is how the shader will end up looking :
This shader is pretty neat and somewhat easy to implement as well as to understand. Since we will be adding some basic physics to the toon water as it is moved about we will have to support that in the vertex shader as well.
So let's start by looking at the properties :
Properties { _Colour ("Colour", Color) = (1,1,1,1) _FillAmount ("Fill Amount", Range(-10,10)) = 0.0 [HideInInspector] _WobbleX ("WobbleX", Range(-1,1)) = 0.0 [HideInInspector] _WobbleZ ("WobbleZ", Range(-1,1)) = 0.0 _TopColor ("Top Color", Color) = (1,1,1,1) _FoamColor ("Foam Line Color", Color) = (1,1,1,1) _Rim ("Foam Line Width", Range(0,0.1)) = 0.0 _RimColor ("Rim Color", Color) = (1,1,1,1) _RimPower ("Rim Power", Range(0,10)) = 0.0 } Just the usual stuff that we are used to. The only thing that may stand out is the [HideInInspector] tag, This works j…

How To Animate A Fish Swimming With Shaders

Animate Fish Swimming With Shaders We are going to make swimming animation by using only shader code.
By the time we are done, it's going to look like this.
You will probably need the fish model used in this tutorial, that can be found HERE. Can use your own model but the shader code might have to be modified accordingly because of the orientation of the model that you might be using ( issues with whether the X axis & Z axis is flipped ).
The shader used way out performs a similar scene with skeletal animations applied on the fish models.
On a previous benchmark I did comparing the shader animation with the skeletal animation there was a difference of 28 FPS( on average ) with 50 fish.
The shader we are going to make is really powerful and flexible and don't think that it's limited to making fishes swim😀.

So this mesh oriented like this when imported into unity and this is important to understand because this means that the model's vertices have to be moved along the X-…

Access Reflection Probe Data For Custom Shaders

The Unity shader documentation regarding reflection probes is pretty minimal and not at all comprehensive.
This short tutorial is intended to bring reflection probe functionalities to the forefront your future shader writing endevors which is a fancy way of saying "Look at this cool stuff and go and use it somewhere" 😏
Here we will try just the bare minimum of making a shader that reflects the cubemap data from reflection probe and displays it on the object.

These reflection probes are basically objects that store a complete image of the environment surrounding it into a cubemap which then can be read by shaders to create various effects.
More information on how reflection probes work in Unity can be found here :
Using Reflection Probes In Unity

I am not going over how to set up Reflection Probes here only how to access them inside our custom shaders.
So this is what we will be making:
The reflection probe takes in the cubemap only if it is within it's range otherwise i…