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.Polygon Arsenal- Polygon Arsenal is a bundle of 550 (approx) particle effects. Works best with bloom enabled in low-poly and stylized environments.
The effects are sorted into 3 categories: Combat, Environment and Interactive.
7.Sleek Render: Mobile Post Processing Stack
- Ultra Fast Bloom, Color Grading and Vignette post processing effects created specifically for mobile devices.
Bloom uses two-pass downscaled blur.
Color grading doesn't use any LUTs (color overlay) and thus really fast on OpenGL ES 2.0 grade hardware.
Vignette is calculated in a downscaled pass and thus really fast to calculate. It's also runtime tweakable without additional overhead..
6.Car Paint - Pro - Car Paint Pro will help you to simulate next level photo-realistic visualizations of any kind metallic related materials. Reflective Clear Coat, Metallic Flakes with Procedural Flake Tool, Overlay, Fresnel, Base Glossiness & Diffuse.
This shader is mostly recommended for high-end workstations..
5.Realistic Effects Pack 4
- Really top quality particle effects.Most suitable for AAA quality games.
4.Wisdom Ambient Occlusion - This ambient occlusion features a double frequency ambient map, which provides both detailed occlusion and wide range occlusion at the same time.
This shaders also supports PBR Injection, which allows you to create realistic occlusion.
Color bleed can also be applied into Injection and make the colors much more accurate.
Also it's more accurate and in most circumstances faster than SSAO.
3.Horizon[ON] - Horizon[ON] is an all-round solution to make your horizons look great, even on small terrains. Terrains usually have to be much bigger than the accessible area, just to hide the square shape of your world. Horizon[ON] will extend your terrain as far as the eye can see.
With the latest update the visual fidelity has been upped to a level that is on par with, or even surpasses, current AAA productions. Your performance most probably even gets better by using Horizon[ON], since you don't need huge and expensive terrains just to fill your backgrounds.
2.Advanced Dissolve
- Dissolve using dynamic mask objects: Sphere, Box, Cylinder, Cone, Plane, Per-Axis (X,Y,Z). Simultaneously can be use 4 objects.
• Multiple texture blend for alpha cutout and edge noise control.
• UV, Triplanar and Screen-Space dissolve projection.
• Various edge color controllers, including simple color, gradient and ramp textures.
• Solid, Smooth and Noisy edges.
• Color emission is visible to Global Illumination system.
• Fully compatible with Unity post processing and image effects.
• Includes Standard, Physically Based, Legacy, One Directional Light, VertexLit, Unlit, Particle, Unity Nature and SpeedTree shaders.
• Compatible with TextMesh Pro
1.Wet Stuff - Wet Stuff makes it easy to instantly make any surface appear wet; simply place decals into the scene and surfaces within will appear wet.
Decals can be configured with a powerful set of tools and animated using timeline to simulate many effects such as water buildup, puddles drying out, slightly damp surfaces and more - all without modifying any textures, materials or shaders.
Check out more such Unity Asset Store Gems : HERE
Don't forget to share these wonderful assets with your colleagues and friends.
Support Bitshift Programmer by leaving a like on Bitshift Programmer Facebook Page and be updated as soon as there is a new blog post.
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.
8.Polygon Arsenal- Polygon Arsenal is a bundle of 550 (approx) particle effects. Works best with bloom enabled in low-poly and stylized environments.
The effects are sorted into 3 categories: Combat, Environment and Interactive.
Bloom uses two-pass downscaled blur.
Color grading doesn't use any LUTs (color overlay) and thus really fast on OpenGL ES 2.0 grade hardware.
Vignette is calculated in a downscaled pass and thus really fast to calculate. It's also runtime tweakable without additional overhead..
This shader is mostly recommended for high-end workstations..
This shaders also supports PBR Injection, which allows you to create realistic occlusion.
Color bleed can also be applied into Injection and make the colors much more accurate.
Also it's more accurate and in most circumstances faster than SSAO.
3.Horizon[ON] - Horizon[ON] is an all-round solution to make your horizons look great, even on small terrains. Terrains usually have to be much bigger than the accessible area, just to hide the square shape of your world. Horizon[ON] will extend your terrain as far as the eye can see.
With the latest update the visual fidelity has been upped to a level that is on par with, or even surpasses, current AAA productions. Your performance most probably even gets better by using Horizon[ON], since you don't need huge and expensive terrains just to fill your backgrounds.
• Multiple texture blend for alpha cutout and edge noise control.
• UV, Triplanar and Screen-Space dissolve projection.
• Various edge color controllers, including simple color, gradient and ramp textures.
• Solid, Smooth and Noisy edges.
• Color emission is visible to Global Illumination system.
• Fully compatible with Unity post processing and image effects.
• Includes Standard, Physically Based, Legacy, One Directional Light, VertexLit, Unlit, Particle, Unity Nature and SpeedTree shaders.
• Compatible with TextMesh Pro
Decals can be configured with a powerful set of tools and animated using timeline to simulate many effects such as water buildup, puddles drying out, slightly damp surfaces and more - all without modifying any textures, materials or shaders.
Don't forget to share these wonderful assets with your colleagues and friends.
Support Bitshift Programmer by leaving a like on Bitshift Programmer Facebook Page and be updated as soon as there is a new blog post.
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.