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Visual Upgrade - Unity Asset Store [ July, 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.Pixel Arsenal- Pixel Arsenal is a bundle of 419 retro game FX. This includes missile, explosion, beam, flamethrower, powerup, fire and several other particle effects. Looks pretty neat.
7.Subsurface Scatter Shader - Many organic and some inorganic skins are not totally opaque right at the surface, so light does not just bounce off the top surface. Instead, some light also penetrates the skin surface, and scatters around inside, taking on the color of the insides and emerging back out to blend with the surface reflection. Tomatoes, fruits, wax, gels (like honey, or Jello) and so on all have subsurface scattering (SSS), and photo-realism really cannot be achieved without it.
6.Liquid Mesh FX - Liquid Mesh FX is a pack of liquid particle effects. Uses the Unity Standard Shader, as well as a refractive shader for one type of liquid. May be heavy in use, thus not recommended for mobile.
5.ADVANCED DYNAMIC SHADERS - GPU wind shaders - Advanced GPU vertex animated flag and props shaders for consoles and mobile with global and local wind support. Customize the look and feel of your objects with over 30 parameters.
4.POLYVERSE SKIES - Low poly skybox shaders and textures - Highly customizable skybox shaders fit for low poly style games, built with Amplify Shader Editor for Console, Mobile and VR, perspective and orthographic camera support. Customize your skies with 3 color gradient background, sky pattern overlays, animated clouds, sun and moon, twinkling stars, Unity’s built-in fog and high quality textures even at 4K gaming.
3.Next-Gen Soft-Shadows - Next generation soft shadows replacement for Unity built-in lights, featuring adaptive penumbra size and screen space raymarched shadows to skyrocket your scene quality to the next level.
2.Amplify Occlusion - Amplify Occlusion 2.0 sets out to deliver a new industry standard for fast, high-quality Screen Space Ambient Occlusion in Unity. A new update completely discontinues HBAO-based techniques in favor of the much superior Ground Truth Ambient Occlusion (GTAO), bringing quality and accuracy closer to traditional raytracing.
1.Azure[Sky] Dynamic Skybox - Azure[Sky] Dynamic Skybox is a powerful physically based dynamic sky system that will rise your project to another level. It was developed to be simple, fast and easy to use while keeping all the power and control in your Hands. Azure[Sky] contains two different sky systems that work independently and each of them has a different purpose and features. The sky material can be used as a default skybox or as a skydome and it is possible to customize the sky with several different styles and effects.
Check out more such Unity Asset Store Gems : HERE
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Fortnite Procedural Construction Animation Shader

Fortnite Construction Shader This shader is loosely based on the one that was presented by the Fortnite developers in their GDC talk: Inner Working Of Fortnite's Shader-Based Procedural Animations.

 Here is what we will end up with:
This technique requires you to author the 3D model in a certain way, More or less how those Fortnite developers did.
So we need the authored 3D model and the shader that uses data we get from the model to achieve the desired effect.

There are some nuances here and there so make sure you don't miss out on the details.😗
The first step will be preparing the 3D model and putting in the required data. I used Blender 2.79 but any 3D modeling software would do.
3D Model PreparationModel It
Apply Vertex Colors: For the direction of flight
Each color is a component of a vector (x, y, z). This will be considered as local space.
Values range from -1.0 to +1.0 for each component.
Negative values are achieved by using values of less than 0.5 and positive values wi…

Advanced Billboard Shader + World-Space UI Support

Advanced Billboard Shader + World-Space UI SupportAs you know billboarding is basically a plane with a texture on it that always facing the camera.These are some examples of what we are going for. This tutorial is going to be pretty straight-forward and easy to follow along you will learn how to make a billboard shader that not only keeps looking at the camera but also keeps its relative scaling intact.We will also provide an option to keep it rendered on top of all the other objects in the scene. This will be most useful for world-space UI that needs to be rendered on top of other geometry.We will be making 2 shaders here,Modified Default Unlit shader :- This one is a general shader ( easy to modify furthur ).Modified Default UI shader :- This one supports whatever a UI shader supports along with our billboarding capabilities. So let's get started with making the first one. As usual create a new Unlit shader and dive into the properties we need.Properties { _MainTex ("Texture…

Get Started With Compute Shaders

Getting Started With Compute Shaders The shader that's a 'Jack of all trades'. Of course, it's the Compute Shader.
These beauties allow your general purpose parallelized code to run on the GPU.
These can be used to do some pretty cool stuff that would be pretty difficult to do otherwise even with multi-threaded CPU code.
When bringing up Compute shaders in the context of video games, It's mostly used in physics simulations and freaky looking particle effects and to a lower extent as a core part of some post-processing effects and render pipeline optimizations such as various culling operations like occlusion culling.

The most important thing about compute shaders is that it allows for more efficient communication from CPU to GPU side and vice-versa. That basically means you can send arbitrary data to the GPU, let it do some work and then read it's output and then do whatever you want with it.
You can now see that how different compute shaders are when compared …