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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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If you have any questions that you might have about shaders, C# or Unity development in general don't be shy and leave a message on my facebook page or down in the comments.

Assets Worth Checking Out


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 …

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…

Noise Generation Algorithms : White Noise With Shader Example

White Noise Many of you may know what white noise is and how it can be used in code.
But there are a spectrum of  'Coloured Noises' as well these include ones like brown noise, pink, blue and violet noise all these have slightly different properties and can be very useful in creating different effects. More details on coloured noises can be found HERE.
A lot of movies as well as video games like City Skylines use white noise to add a feeling of realism and texture to the on screen content, it's also referred to as a grain filter or overlay. It is a really subtle effect and should not be over used.
Creating white noise boils down to the random function used.
While writing C++ code or C# code we have access to good pseudo-random functions from their standard libraries... but while writing code in shaders we usually have to create our own pseudo-random number generator.
One really good way of making one is by using the frac( in Unity & HLSL ) or fract( in GLSL ) functio…

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…

Making An Audio Visualizer In Unity With Blend Shapes & Audio API - Part 1

Audio Visualizer with Unity Audio API & Blend Shapes This tutorial is going to be split into two parts, The first part (this one) we are going to be covering Blendshapes, what they are, what it's used for and how to use them in Unity and in Part 2 we will cover integrating that with Unity's audio API to get the desired result.
So now you got a feel as to what we will be making.
Blendshapes are just like transitions that the vertices go through to go from being in one position in space to another with the help of a transition value. All the major 3d modelling software from Blender to Maya has it.
As you can see that the model has 2 shape keys, one called MinValue and another called MaxValue, these names don't carry over into unity but the index of the shape key( blend shape ) matters.
We will be manipulating the MaxValue to make changes to the mesh.
This is how the model looks when it has it's MaxValue set at zero.
You may have guessed now that it is just a basic linear i…