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[RELEASED] All In 1 Vfx Toolkit

Discussion in 'Assets and Asset Store' started by GeriB, Nov 4, 2021.

  1. GeriB

    GeriB

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    All In 1 Vfx Toolkit is the best way to create VFX both for experienced and beginner artists. Experienced artists will be able to greatly accelerate their workflow while beginners artists will be able to learn and evolve using the best tools and shaders available.

    I truly believe that this asset will drastically transform the way you work with Unity. Take advantage of the lightning fast workflow, tools and awesome combinable effects to create beautiful VFX and particles that will take the visuals of your projects to a whole new level.

    The asset also includes many extras such a Particle System Helper, Asset Library, 46+ Prefabs, Texture Editor, Texture Creators, video VFX course and more.

    Store Link: https://assetstore.unity.com/packages/vfx/all-in-1-vfx-toolkit-206665

     
    Last edited: Nov 4, 2021
  2. dock

    dock

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    Was this delisted?
     
  3. GeriB

    GeriB

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    Temporarily delisted yes.

    I'm so sorry for the inconvenience. I messed up and included some textures that I used for testing and that I didn't own. We got a copyright claim and the asset was disabled immediately without warning.

    The copyright claim is now solved and I've already replaced said images and created 260 new textures since I was at it. The asset has been sent for re-submission, but I've been added to a 20-30 day queue...

    Unity told me that there is no way to skip the queue. I calculate that it will take 3 weeks at this pace for the asset to be approved. It's totally in Unity's hands at this point
     
  4. dock

    dock

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    Sorry to hear you ran into that issue! It’s an honest mistake to make and I’m glad you could rectify it. Good luck with the resubmission.
     
    GeriB likes this.
  5. yenmoc

    yenmoc

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    Do I need to purchase again for alternative publishing?
     
  6. GeriB

    GeriB

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    No, you'll keep your license of course
     
    yenmoc likes this.
  7. dock

    dock

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    Code (CSharp):
    1. [Worker4] Shader error in 'AllIn1Vfx/AllIn1VfxBuiltIn': Couldn't open include file 'AllIn1VfxFunctions.cginc'. at line 302
    2.  
    3. Compiling Vertex program with ADDITIVECONFIG_ON ALPHAFADEINPUTSTREAM_ON ALPHAFADE_ON COLORRAMPGRAD_ON COLORRAMP_ON HSV_ON SOFTPART_ON
    4. Platform defines: SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
    5. Disabled keywords: ALPHACUTOFF_ON ALPHAFADETRANSPARENCYTOO_ON ALPHAFADEUSEREDCHANNEL_ON ALPHAFADEUSESHAPE1_ON ALPHASMOOTHSTEP_ON BACKFACETINT_ON CAMDISTFADE_ON COLORGRADING_ON DEPTHGLOW_ON DISTORTONLYBACK_ON DISTORTUSECOL_ON DISTORT_ON DOODLE_ON FADEBURN_ON FADE_ON FOG_EXP FOG_EXP2 FOG_LINEAR FOG_ON GLOWTEX_ON GLOW_ON INSTANCING_ON LIGHTANDSHADOW_ON MASK_ON OFFSETSTREAM_ON PIXELATE_ON POLARUVDISTORT_ON POLARUV_ON POSTERIZE_ON PREMULTIPLYALPHA_ON PREMULTIPLYCOLOR_ON RIM_ON ROUNDWAVEUV_ON SCREENDISTORTION_ON SHADER_API_GLES30 SHAKEUV_ON SHAPE1CONTRAST_ON SHAPE1DISTORT_ON SHAPE1MASK_ON SHAPE1ROTATE_ON SHAPE1SCREENUV_ON SHAPE1SHAPECOLOR_ON SHAPE2CONTRAST_ON SHAPE2DISTORT_ON SHAPE2ROTATE_ON SHAPE2SCREENUV_ON SHAPE2SHAPECOLOR_ON SHAPE2_ON SHAPE3CONTRAST_ON SHAPE3DISTORT_ON SHAPE3ROTATE_ON SHAPE3SCREENUV_ON SHAPE3SHAPECOLOR_ON SHAPE3_ON SHAPEADD_ON SHAPEDEBUG_ON SHAPETEXOFFSET_ON SHAPEWEIGHTS_ON SPLITRGBA_ON TEXTURESCROLL_ON TRAILWIDTH_ON TWISTUV_ON UNITY_ASTC_NORMALMAP_ENCODING UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_VIRTUAL_TEXTURING VERTOFFSET_ON WAVEUV_ON
    6.  
    7.  

    Getting a lot of erorrs today. This one is caused when I try to select a Shape1 Texture. upload_2022-3-11_10-0-36.png
     
  8. GeriB

    GeriB

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    First time I see this. Very strange stuff!
    Please try deleting the asset and installing it again. I've used the asset A LOT and I've never seen this. It's the first time this gets reported too.
    If the issue persists please reach out to the support email with more details and I'll make sure to take a deep look into it.
     
  9. a4g_

    a4g_

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    can i create new VFX with my own texture and animation ?
     
  10. GeriB

    GeriB

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    Of course! That's the whole idea. The asset is a toolkit for you to create awesome VFX with. I include many prefab samples, hundreds of textures and many meshes. But the idea is for users to go crazy and create whatever you need.

    I give you the most complete vfx shader in the store a whole lot of tools and the rest is up to you. Everything completely open and with all the source code of everything included :D
     
  11. a4g_

    a4g_

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    Purchased and as I expected, it’s amazing
     
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  12. GeriB

    GeriB

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    So happy to hear that!
    Please share the cool stuff you make over email or twitter and get in touch if you have any question or suggestion.
     
    a4g_ likes this.
  13. Bonyok77

    Bonyok77

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    can I use this to create 2D particles?
     
  14. GeriB

    GeriB

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    Of course :D
     
  15. YetNeele

    YetNeele

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    Got this one in 2020.3.6f1, reinstalling didn't work, but going into the shaders with the error and commenting the "#include "AllIn1VfxFunctions.cginc" line, compiling and then uncommenting it solved it for us. Pretty weird!
     
  16. GeriB

    GeriB

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    Very strange indeed! Sounds like some Unity funny business going on. I've never heard it before and in the end it compiled the same shader that threw an error the first time.
    Thanks for the heads up :)
    Although it looks I can't do anything about it
     
  17. LilGames

    LilGames

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    @GeriB Hi. I am trying to figure out what the heck is going on here:

    I created a new material, set it up as AllIn1VFX and set some Global Distortion. In Editor, it looks perfect, like on the left in the image below. When I PLAY, it turns into the mess of weird graphics you see on the right.

    upload_2022-7-15_11-0-41.png

    I created a near-identical shader before that does NOT have this problem. Seems like this PNG sprite image is causing a conflict somehow. Does this make any sense at all?

    I hope to hear from you soon.
     

    Attached Files:

    Last edited: Jul 16, 2022
  18. GeriB

    GeriB

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    No it really does not make sense at all. Are you sure you aren't using scripting or animation in such a way the results change on playmode?
    Also, do you have "Always Refresh" on in the Scene window so that the material animates in the Scene view?

    If the answer is no please let me know how can I reproduce the issue. Because the shader will always look the same with the same data as input. So unless you are somehow changing the input the result will be the same unlike what you are showing here.
     
  19. LilGames

    LilGames

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    Oh! I suspect it’s due to sprite atlas! I will test this and report back!
     
  20. LilGames

    LilGames

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    SOLVED! It was indeed because the sprite was included in a Sprite Atlas. I took it out of the atlas and now the shader works correctly!
     
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  21. LilGames

    LilGames

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    By the way, to everyone: This tool is amazing! And all I've used so far is the Material Shader editor. I haven't even delved into the really deep texture editor features!
     
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  22. GeriB

    GeriB

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    Thank you so much, glad you like it :D
    And feel free to reach out if you have any question once you delve into the texture editor. Always happy to help out
     
  23. LilGames

    LilGames

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    @GeriB Hi. I was wondering if this recent change in 3.5 addresses the bug I encountered and posted above?

    V3.5
    -Set Atlas Uvs script now supports both shared materials and material instances
     
  24. GeriB

    GeriB

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    Not related at all. The change allows to have multiple sprites with different atlas setups while sharing the same material.
    What you mention isn't a bug. The thing is that distortion amount is relative the the texture coordinates and the relative size of the sprite in relation to the texture size. The distortion amount will take more effect if you are affecting a sprite inside a huge texture.
    I could maybe change this in the future, but for now this is intended behavior. I expect the user to tweak his shader properties in the ingame case he wants to use it on
     
    Last edited: Jul 25, 2022
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  25. Aseemy

    Aseemy

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    Hi, this is probably a noob question. Is this an alternative to the VFX graph? If yes, what is better in this asset.
    Thanks.
     
  26. GeriB

    GeriB

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    In fact, it has nothing to do with VFX Graph. VFX Graph is a new Unity feature to author GPU driven particles. The main use case is to render many thousands of particles for cheap (people tend to use this wrong, since for a handful of particles normal Shuriken particles is way better).

    The asset offers the most complete vfx shader in the store, a bunch of editor tools, helpers, many prefab examples and a big asset library to create vfx.
    In summary it's a toolkit to create vfx. Normally using meshes, shuriken particles and trails. But it will work in any renderer such as sprites and line renderers too.

    And I still don't support VFX Graph in fact because Unity doesn't allow me to. They don't allow custom hand written shaders there, only Shader Graph shaders.
     
    Aseemy likes this.
  27. Falondrian

    Falondrian

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    Hi,

    the asset looks promising. Are you still actively supporting it? Asking because there haven't been any updates in a while.

    Specifically: Is Unity 2022.3 URP supported?
     
  28. GeriB

    GeriB

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    Hi, not updating it in a while doesn't mean I don't support the asset. I reply to 1-3 emails every single day, solving people's questions and helping out as much as I can.

    The asset is not receiving updates because it doesn't need them. Everything works as intended, it's very feature complete and I receive no feedback on how to improve it.

    I also use both All In 1 Vfx and All In 1 Shader almost daily in my freelancing jobs and I'm super happy with them, I don't really have many ideas on how to improve them. So I don't update them.

    In any case all my assets will always work with the latest LTS.
     
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  29. Yetimang

    Yetimang

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    Is there a way to set any of the shaders to work off of unscaled time? I'd like to use some of the effects in my UI while the game is paused and right now I think the timeScale being set to 0 is stopping them all from working.
     
  30. GeriB

    GeriB

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    Hey. I didn't intend this shader to be used in UI. My other asset All In 1 Shader is probably a better fit for that.
    In any case, you can easily use Unscaled time, but not out of the box.

    The way to do it would be to duplicate the asset shader, add a global float variable, use that instead of _Time and pass the unscaled time to it every frame.

    If you need help doing that please contact me over the support email: seasidegamestudios@gmail.com