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I have had success with the symbols file by extracting, then re-zipping the files with 7zip using ultra compression. The new zip file is much...
Hi Hawk0077, I'm sorry to hear you're having trouble with the shaders. These are surface shaders, which means that they need to be applied to...
Hi, thanks for the feedback and screenshots. I'd like to get some additional information from you so I can reproduce and investigate the issue....
I watched his video and looked at the documentation. I believe the fog effect would work just fine. The caustics are set up to display in editor...
I'm sorry to hear you're having issues. The caustics are projected down the vertical axis of the world. Mesh faces that are perpendicular, or...
Thanks for the interest. Currently the shaders don't support LWRP. I'm looking in to writing a new set for when it comes out of preview.
This is very cool. I'm always happy to see how my shaders are used in other projects. Fun game too! Thanks for sharing!
Hi, Thanks for the purchase and I apologize for the late reply. I'm not too sure how the fog could change to fit with the style of the toon pack,...
If you are using 3d geometry, and not flat artwork it may work. I say this because the caustics in the shaders are projected down in world Y. If...
I had been struggling with a similar issue for a few weeks. Only some animation was being exported correctly. Some transforms had flat curves...
The start and end values for the effects are relative to the camera's position. This should work fine for a 2.5D game. These are surface shaders...
Thank you very much, this information is helpful. I am looking into the issue now.
I believe this is an issue on certain android hardware. Please try using the Underwater Manager script. In addition to being able to set the...
Updated to version 1.5
I've added support for alpha transparency with version 1.5. There are special versions of the Mobile, Desktop and Standard shaders.
Thanks for the suggestion! I'll look in to adding alpha textures to the shaders.
Yes, you are correct. Set the shader of a material to one from this package and assign the material to an object that should appear to be underwater.
Thanks for the heads up. I'll check it out.
Thanks very much! What version of the shader are you using (Mobile, Mobile Fast)? I'd be happy to modify it and send you a custom shader.
Updated to version 1.3: Added UnderwaterManager.cs script to manage and edit multiple underwater shaders at the same time. Added...