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Jul 24, 2019
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در برخی موارد لینک های دانلود رایگان هستند و در مواردی نیاز به خرید اشتراک دانلود در پلن های مختلف دارید. لطفا به پلن مورد نیاز برای دانلود در قسمت بالا توجه کنید و طرح مورد نیاز خود را خریداری نمایید. توجه داشته باشید که با کلیک بر روی لینک مقابل صفحه دانلود باز می شود و پس از خرید اشتراک می توانید دانلود کنید
ShaderOne [BETA]
Magic Rings on the ground, ornamented with runes and elements, perfect for AOE buffs, waypoints and areas of interest for your game! Render pipeline compatibility The Built-in Render Pipeline is Unity’s default render pipeline. It is a general-purpose render pipeline that has limited options for customization. The Universal Render Pipeline (URP) is a Scriptable Render Pipeline that is quick and easy to customize, and lets you create optimized graphics across a wide range of platforms. The High Definition Render Pipeline (HDRP) is a Scriptable Render Pipeline that lets you create cutting-edge, high-fidelity graphics on high-end platforms. Unity Version Built-in URP HDRP 2021.3.27f1 Compatible Compatible Compatible 2020.3.47f1 Compatible Compatible Compatible Additional compatibility information IMPORTANT: To change your rendering pipeline, make sure to download the dependency package and also read the readme file! Package dependencies 1 This package needs other Asset Store packages in order to work. Quick Look Piloto Studio Piloto Studio Shaders (not enough ratings) FREE Add to My Assets Description Stylized Magic Rings 20 unique stylized Magic Rings, suitable for all pipelines! Ready to use with custom elements such as Blessed, Mana, Hexagon, Tech, Mud, Confetti and more! Easy to customize and use! Key Features Prefabs are ready to be used out of the box, simply drag and drop them into your scene! 1 Shader for all particles 1 Shader for all the models Includes one asset overview scene, and a contextual example of usage. Compatible with ALL rendering pipelines IMPORTANT: To change your rendering pipeline, make sure to download the dependency package and also read the readme file! Technical details 47 Textures 39 Materials 16 models 1 Shader 1 Script for preview scene purposes only. Related keywords Magic AOE Effects Spell particles indicators mana area zone Stylized VFX buff Circular smoke FX Report this asset
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Works with unity 5.6 and up
Shader Model 3.0
Supports Forward Rendering
ShaderOne allows you to create a single customizable shader that you can use on everything in your project like GameObjects, Particles, Terrain, GUI which has unlit, lit, PBR and normal diffuse lighting. With this shader, you can do all of the following effects, optimized to run on mobile and VR:
Diffuse Simple and Wrap
Reflection
Specular
Parallaxing
Flowmaps
Layers
Map UV’s to World Position
Translucent(SSS)
Tint Lightmaps ( day/night )
Distortion
Emission
Chromatic Aberration
Saturation
Scan Lines
Rim Lighting
Intersect
Reflection
Surface Map*
Alpha Map*
Specular Map*
Splat Map (Unity Terrain or Mesh terrain)
Cell Animation
Dissolve
Progress Meters
Volumetric Fog and Solid Fog
Unlit, PBR, Diffuse Lighting and Specular only lighting
Smoothness, Roughness and Specular workflows
Supports the Curved World Asset
Works with Unity forward lighting or our own custom lighting which can have up to
4 directional lights, 16 point lights and 16 spotlights in one shader pass without using SRP. ShaderOne lets you decide how many lights are rendered per vertex or per pixel.
ShaderOne works right out of the box, having no set up, you can just select ShaderOne and it’ll just work with its default settings. But you can customize it for your project using the ShaderOne Generator; it’s as simple as Ticking what you want and pressing Generate, ShaderOne will create your personalized shader on the spot in no time.
ShaderOne is an alternative to node based shaders. Whenever possible, ShaderOne will pull your settings from the standard shader (along with some other shaders) when switching from the standard shader to make migrating to shaderOne as easy as possible. Saves on development time, less room for mistakes and built with speed as a top priority. Each instance of the shader only does what options YOU turn on, ensuring that the shader is always running as fast as possible.
* Surface, Specular and Alpha Maps can store data for metallic, smoothness, roughness, ambient occlusion, parallax height, unlit mask, and progress/dissolve gradient. The Surface map can even be set up to read in UE4 substance painter files to make transitioning from UE4 to Unity easy.
Furniture Assets in Screenshots By Thomas Pasieka
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