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Visual Upgrade - Unity Asset Store [ June, 2018 ]

Visual Overhaul - Assets That Turn Mediocre Into Drool Worthy
*Note: These assets are not arranged in any way, no comparison is done. They are just really cool assets that will help make your game look at least a bit better.😁 .

8.Cascade - River, Lake, Waterfall and more- This is a one stop asset for all you rivers, lakes, waterfalls and various other water bodies in your  game. It is very much optimized and has a ton of features and properties to play around with.
7.Epic Toon FX - A collection of cartoony particle effects. These are separated on the basis of their use case, They are : Combat, Environment & Interactive.
6.CTAA Cinematic Temporal Anti-Aliasing PC & VR - It is an anti-alising solution of the highest quality. It works in both forward rendering as well as deferred rendering paths.This is a great option for all VR projects due to a significant increase in quality at little performance cost.
5.FXVille Blood Impact FX Pack - A set of really gory blood splatter particle effects which are of AAA quality.
4.Liquid Volume- Volumetric-based shader for realistic 3D liquid, foam and smoke rendering. Casts realistic shadows. It can react to external forces and accelerations simulating physics animations according to container movement direction and velocities.
Quickly customize smoke, foam, liquid and flask visual properties like colors, noise, alpha, turbulence, sparkling intensity, deep obscurance, density, thickness, glossiness, smoke speed.. etc.
3.Retro Aesthetics - Retro Aesthetics asset provides all resources to turn a game of any genre into a stylish 80’s movies inspired title. It covers object materials, a full-screen camera effect, textures and UI, sound effects and music, as well as color presets and demos of the asset in action. We made it easily extensible to give you a possibility to tune to the unique needs of your game.
2.uNature - GPU Grass and Interactable Trees -If you ate facing performance issues with the unity grass system then this is the asset for you. Very powerful, procedural grass mechanics (Draw anywhere you want on your scene).
Full LODs support including mesh lods support with also density based LODs and is completely multi-threaded.
Works on the GPU and fully utilizes the power of the machine. Reducing all of the spikes that unity's grass has and allows instant grass modifications.
1.Curved World - This asset has won many awards in the Unity asset store.
Curved World is not Image Effect. It's simple, but very powerful per mesh material shader effect. Curved World curvature means - objects rendering as being bent only inside camera view, while their world space parameters: position, rotation, scale are not changed or modified.
Curved World is highly optimized for mobiles.
Check out more such Unity Asset Store Gems : HERE
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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


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 (…

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…

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…

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…

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...…