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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
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…

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…

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-…