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Productivity Upgrade - Unity Asset Store [ June, 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.😁.
Well a new month has arrived and it's time to see more of those cool assets on the Unity asset store.

8.Blender Actions - 3x faster level building tool - For anyone with prior knowledge of working in Blender this asset should be in your radar. This asset introduces a Blender-Hotkey based gizmo along with a number of useful actions from Blender in to Unity. It comes with full source code as well thereby allowing to customize it to fit your needs. One major feature this has is a collider editor which as you know editing colliders is a bit cumbersome.
7.MonKey - Commander - It is an asset that regards itself as the ultimate way of using your Unity editor and it's not talking crap either. It provides a extensive list of commands for use by artists as well as programmers and removes the hassle of having to do repetitive tasks or navigate lengthy menus.

6.Texture Adjustments - Have you every had to deal with artist just to make minor changes to a texture? Maybe the hue or saturation ? Then this asset you make your life way easier. You will be able to do more than just hue and saturation changes by the way, Even blurring, pixelating, cropping, colour replacement and many more. If you deal with many texture assets then this is for you.

5.Octave3D -Level Design - Level designing is now an easy task with this amazing asset. Tons of useful features are included. They have a dedicated tutorial series so that you don't have to fiddle around and see what does what. The best thing about this is that it work with 2D games as well.
4.Arcolib - It is a set of tools for the speeding up the construction of modern augmented reality apps thereby allowing you to design your mixed reality games faster and easier than ever.
The native core is written in C++ so no need to worry about performance issues.
3.AI designer - Pro - It allows you to craft complex AI without a single line of code. With just a few clicks you can have have fully functioning people, vehicles, wild life etc. Can be used in any game where NPCs or enemy assets are present. This asset deal with a wide variety of AI types as well, Ranging from path finding to Goal systems to emotion and feeling.
2.TODOs - This asset neatly displays the pending tasks left to do in your code base. As you leave TODOs in your C# scripts, the asset collects them and neatly displays them in the editor. This enables you to keep track of issues as well as set the priority of each task. A really useful tool to have around.
1.uConsole - Allows the creation of an in-game console, especially useful while debugging games on a specified platform like Android or iOS. Extremely customizable as well as supporting a whole range of cool features like Autocompletion and Richtext support.
Check out more such Unity Asset Store Gems : HERE
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Assets Worth Checking Out


Shader Optimization Part 1

The process of shader optimization can seem like trial and error... in fact, that's how it is most of the time.
Most of the time shader optimizations could be boiled down to educated guesses because each time a shader gets compiled, the GPU driver of that specific hardware is what converts your code into actual machine code, therefore, the machine code generated will be different for each GPU and the driver itself might perform some optimizations on top of your's which won't be available on another GPU, thereby making it difficult to have a standard way of writing optimal shader code.

So the best way to know for sure is to actually test it on the hardware you are targeting.
With that said, Here are some universal best ways of getting your shader to perform better.😅 Do Calculations On Vertex Shader The most commonly used case for this is lighting, an example would be Gouraud lighting, where lighting calculations are done per vertex but at the loss of quality.

Some calculatio…

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…

Alto's Adventure Style Procedural Surface Generation Part 1

Alto's Adventure Style - Procedural Surface Generation This game appears to be a strictly 2D game but if you have played it enough you will notice that some of the art assets used look like it's 3D ( I don't know if they are tho ). If you haven't played the game you are missing out on one the most visually pleasing and calming games out there ( There is literally a mode called Zen mode in the game ).
Anyway, I am going to show you how to make a procedural 2D world ( without the trees, buildings and background ) like in Alto's Adventure.
But you may notice I have a plane which is in in the Z-axis giving a depth to the surface which is not there in Alto's Adventure but if you want to know how to do it then that will be in part 2.
To achieve the same effect of Alto's Adventure ( I'm leaving that up to you ) only minimal changes are needed to the code that I am going to explain.
We are going to be using the plane mesh in unity for creating the 2D surface as th…

Gift Wrapping Convex Hull Algorithm With Unity Implementation

Convex Hull Algorithm Convex Hull algorithms are one of those algorithms that keep popping up from time to time in seemingly unrelated fields from big data to image processing to collision detection in physics engines, It seems to be all over the place. Why should you care? Cus you can do magic with it and it seems so simple to implement when you first hear about it, but when you start thinking about it, you will realize why it's not such a straightforward thing to do.
Now that I got you interested (hopefully) and now we will see just what a convex hull is.
As you may have noticed a perimeter was made with the same points that was given and these perimeter points enclose the entire set of points.
Now we have to clear up the term 'Convex'.
Convex means no part of the object is caved inwards or that none of the internal angles made by the points exceed 180 degrees.
In this example of a concave shape internal angles go beyond 180 degrees.
What are those red lines for? Well...…

Pixelation Shader - Unity Shader

Pixelation Shader This is the correct way (one of many) of showing pixelation as a post-processing effect. This effect will work in any aspect ratio without any pixel size scaling issues as well as it is very minimal in terms of coding it up.

In order to get this to work 2 components have to be set up:
1) The pixelation image effect
2) The script - which will be attached to the camera

So let's get started by creating a new image effect shader.
We will take a look at our Shaderlab properties :
_MainTex("Texture", 2D) = "white" {} That's it, Everything else will be private and not shown in the editor.
Now we will see what are defined along with the _MainTex but are private.
sampler2D _MainTex; int _PixelDensity; float2 _AspectRatioMultiplier; We will pass _PixelDensity & _AspectRatioMultiplier values from the script.
As this is an image effect there is no need to play around with the vertex shader.
Let's take a look at our fragment shader:
fixed4 frag (…