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[RELEASED] Shadero Sprite - 2D Shader Editor

Discussion in 'Assets and Asset Store' started by vetasoft, Sep 3, 2017.

  1. vetasoft

    vetasoft

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    shadero-title-1.jpg
    Shadero Sprite
    is a real time node-based shader tool for Unity 5 and 2017





    After the release of Camera Filter Pack, 2DxFX and Camera Play, we are proud to present our first Shader Editor called Shadero Sprite.

    What is Shadero Sprite ?

    Shadero Sprite is a real time node-based shader editor. Shadero was made to be a real production time saver. Beautiful and fast, it creates many astonishing effects with the several premade and fully optimized node effects.

    As we made with the 2D effect from 2DxFX, Shadero will increase the number of premade effects in every update. No code required.

    Features:

    - Node based editor
    - Real time preview
    - Source code included
    - Load/Save project
    - Optimised shader
    - Visual selection node preview
    - Preview directly on the scene
    - Save preview to PNG
    - Works with Unity UI
    - Many premade effects
    - Help tutorial in editor
    - Project examples
    - Unity 5, 2017 and 2018 compatible

    Shadero Sprite is available here : https://www.assetstore.unity3d.com/en/#!/content/97406

    Hope you like this news !

    We can't wait to have your feedback !

    Best Regards,
    Vetasoft
     
    Last edited: Jun 29, 2018
  2. vetasoft

    vetasoft

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    Shadero Sprite is now available !

    Hope you like this new asset ! :)

    Best Regards,
    Vetasoft
     
  3. vetasoft

    vetasoft

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    Just release today and version 1.1 is ready ! :)


    Version 1.1

    - Add Node: UV > FX (UV) > Sprite Sheet Animation
    - Add Node: UV > FX (UV) > Pixel
    - Add Node: UV > FX (UV) > Fish Eye
    - Add Node: UV > FX (UV) > Pinch
    - Add Node: UV > FX (UV) > Kaleiodoscope
    - Add Node: Generate > Shape > XRay
    - Add Node: Generate > Shape > Donuts
    - Add Node: Generate > Shape > Lines
    - Add Node: Generate > Shape > Noise
    - Add Node: RGBA > Color > Turn Metal
    - Add Node: RGBA > Color > Turn Gold
    - Add Node: RGBA > Color > Turn Transparent
    - Add Node: RGBA > Color > HDR Control Value
    - Add Node: RGBA > Color > HDR Create
    - Add Force Change Parameters to the Build Shader Node (Experimental)
    - Add Lightning Support
    - Fix Node: UV > FX (UV) > Pixel XY precision
    - Fix new Shader Project that keep the preview material issue
    - Fix Auto variable order issue when you add the same node

    shader_example_1.jpg shader_example_2.jpg shader_example_3.jpg shader_example_4.jpg
     
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  4. vetasoft

    vetasoft

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    Tutorial Introduction



    Hope you like it
    Best Regards,
    Vetasoft
     
  5. vetasoft

    vetasoft

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    V1.1.1 is available !

    - Improvement: Color > Tint : Add fade with the Color Alpha
    - Fixed UV > Displacement UV Alpha
    - Fixed Force RGBA Alpha from Apha and RGBA Alpha from RGBA
    - Fixed RGBA > Add Alpha

    SPECIAL LAUNCH OFFER : SHADERO SPRITE is 50% OFF until September 25th !

    upload_2017-9-20_11-9-40.png
     
  6. vetasoft

    vetasoft

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    Shadero Sprite - Tutorial 2 - The UV




    Hope you like it
    Best Regards,
    Vetasoft
     
  7. Mark_T

    Mark_T

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    Hi guys,
    Congrats on the release.
    Your tool looks pretty interesting and solid.
    How hard would it be to make a Sci-Fi UI similar to this Scaleform demo?
    I know there`s mostly bloom and moving elements in 3D space which I suppose are controlled by code to increase efficiency (I suppose). This is mostly a UI question, but I was thinking in what way your product can help me to build a sci-fi UI where I can use some sprites to mimic particles or some kind of cool sci-fi effects, maybe similar to the intro in your trailer (trails, etc.). I'm not a coder. Can you provide an example for some UI specific effects? Something maybe like the ones at min 1:25 in this demo, Sci-FI UI Design for uGUI
    Thanks!
     
  8. vetasoft

    vetasoft

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    Hi,

    thanks we apreciate :)

    You can basically do what you want, but in your case, it's easy to do it.

    First you need to set up your scene
    upload_2017-9-21_17-58-22.png

    upload_2017-9-21_18-14-33.png

    After that, you need to create the HDR shader

    upload_2017-9-21_18-5-30.png

    For the rotation part, simply rotate the game object, if you set up well the sprite with the Z axis, you will have this kind of effects.

    hud.gif
    This is a simple example made quickly, you can also rotate each sprite like in your video and add many little stuff on it.

    Hope it's help,
    Best Regards,
    Vetasoft
     
    Misk-DHI likes this.
  9. Mark_T

    Mark_T

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    Thanks for your explanation. I'm a 3D guy, I have some experience with ShaderForge or ASE but I don't have much experience with sprites and 2D games.
    A few questions regarding your example:
    1."You should add layer and move the z axes of each layer", "if you set up well the sprite with the Z axis,".
    What do you mean? Add a separate flat object/polygon/plane and move it forward a bit? Or tweak the z axes settings in the Shader Editor?
    2. "Add extra light and.."
    You mean the "RGBA Add Value" node? To me, light means a 3D light.
    Maybe the terms in the 2D world are a bit different.

    I watched the tutorials. They are not only instructive, but I think they are the best form of advertisement. Please, keep them coming.

    A few more questions:
    1. Animation wise, UVs and the spritesheet are the only form of animation? I was thinking if s possible to animate a thick dot along a line depending of some events or triggers.
    2. Is it possible to link the animations inside the shader with events or triggers? I was thinking some sort of Playmaker actions. Or maybe I`m just talking rubbish. :)

    Again, many thanks for your answer. It really helps.
    And you got yourself a client.
    Thanks!
     
  10. vetasoft

    vetasoft

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    Great we appreciate :)

    Do not worry, working in 2D in a 3D world is quite simple.

    A Sprite is basically like a 3D plane object. The difference is that on the Sprite from the GameObject use "Sprite Renderer" instead of a Mesh Renderer.

    In other word, you can work in 2D on a 3D world if you think like a 3D Plane object.

    1) Yes, it's like that, you should just setup the gameobject for example like this

    HUD GameObject
    (Child)> HUD 1 Position : x = 0 , y = 0, z = -0.3
    (Child)> HUD 2 Position : x = 0 , y = 0, z = -0.6
    (Child)> HUD 3 Position : x = 0 , y = 0, z = -0.9

    Like a 3D object, if you move the HUD, you will have the same sort of effect.
    (Remember, your camera need to be set to Projection : Perspective)

    2) In HDR, light mean something different

    I don't know if you are familiar with the HDR system, if not, the HDR work basically like this.

    if 0 = black and 1 = white

    HDR extrapolate that number

    0 = black 1 = white, >1 = is set to HDR mean that a bloom effect can be done on that pixel because the light is greater. if the number is greater, the light effect will be more intense.

    "RGBA Add value"
    add that extra light on the original color value.

    You can add as many as effect and texture on a single shader, it's look like those kind of animation need some work but it's not impossible.

    We don't thing so, Animation can only be done manually or automaticaly, Shadero only generate a Shader file.

    Hope it's help
     
  11. vetasoft

    vetasoft

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    Here is some illustrated node examples

    fiche1.jpg fiche3.jpg fiche4.jpg fiche5.jpg fiche2.jpg
     
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  12. cygnusprojects

    cygnusprojects

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    Just bought this asset and realy like the look and feel of it. Nice way to see what a node is supposed to do. However I'm having some remarks:
    1. Would love to see a node search functionality
    2. Would like to see an actual manual (ok, everything is guided like assigning the sader and material etc but I'm missing an overview of the complete product)
    3. The Help Tutorial button does show some small tutorial (what you'll expect) however when clicking a lot the help freezes on you and the mouse operations are passed through to the actual workspace. I had to restart the shadero window to get it resolved.
    4. Load any complex shader project in the editor does result in a pink preview and an error: Shader error in 'Shadero Customs/MonsterDistortion': invalid subscript 'a1' at line 217 (on d3d11)
    I looks like the loading does break every shader as the previous created shader from skratch does now throw a simular error: Shader error in 'Shadero Customs/Holographic': invalid subscript 'a1' at line 217 (on d3d11)
    I want to learn by example but due to this errors I'm unable to.

    Sorry for my lenghtly feedback, hope it's of any use.
     
    Last edited: Sep 23, 2017
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  13. vetasoft

    vetasoft

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    hi cygnusprojects,

    Thanks for comment and your feedback, we appreciate.

    We try to simplify a maximum the comprehension of Shadero.

    At the level of the tutorials and comprehension, we really want to make things in the simplest and most intuitive way.

    We will check and take into account your feedback for our upcoming updates.
     
  14. vetasoft

    vetasoft

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    We just fix a small issue with the Blend ADD node that cause the error.

    New updated is sent and should be ready in few minutes.

    Remember for the example, you need to use the material and the shader from the example directory like this.

    upload_2017-9-25_10-52-9.png

    Hope it's help.

    If you like this asset, remember to give a review on the asset store, it would be helpful for us :)

    Best Regards,
    Vetasoft
     
  15. cygnusprojects

    cygnusprojects

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    Ok, thanks for the fix, looking forward when it hits the asset store.
    I assigned the examples shader and material as explained above but I think the order is crucial (I assigned the shader first making my old material fail) Would I have assigned the material first (before the shader) I think (need to recheck) it would have been fine.
    I'll write my review when I'm more familiar with the product (make sure it reflects the whole and not a small aspect of the product). :)
     
    vetasoft likes this.
  16. vetasoft

    vetasoft

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    Version 1.1.5 is ready !

    - Add Position UV
    - Add RGBA Fade to Alpha
    - Fix Shadero issues
     
  17. Zquiz

    Zquiz

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    First of all. Love your shader

    However, when I try to use lighting support the sprite will disappear if you flip it. If I use Diffuse shader it works just fine.
     
  18. cygnusprojects

    cygnusprojects

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    Thanks for the update, fixed the errors I was encountering. Did browse through the nodes and found some missing/faulty documentation though:
    • RBGA - Alpha - Fade to alpha has no node preview/description (same applies to Position UV and Resize UV)
    • Descriptions and or titles seems to be mixed up (fi XRay node, description seems to be from another node, Pattern moving node has the title of the Lighting FX)
    Overall the node preview before applying is a good approach but in some cases the descriptions are to big to fit making them hard to read (auto scale?)
     
  19. Zquiz

    Zquiz

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    Minor spelling mistake.

    Think it should say lighting Support
     
  20. vetasoft

    vetasoft

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    Version 1.1.7

    - Build Shader > Support Pixel Snap
    - Fixed Shadero Editor issue
    - Optimize Shader
    - Fixed missing Node Previews
    - Fixed Material Preview (now in 2D)

    @cygnusprojects @Zquiz Thanks for your feedback, it's fixed now :)
     
  21. foldergeist_studios

    foldergeist_studios

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    Hello Vetasoft

    Been working with your shader extensions for the last week.However been having bit of a problem using your shaders on an enemy that got movement. Since they will be turning left and right. It seems like it doesn't support lighting on the sprites backside like normal sprite diffuse material does.

    This show an enemy with your shaders that will "support lighting"
    https://gyazo.com/b643d049cc1a91ea4dc32df5d4075890

    This show an enemy with a normal material
    https://gyazo.com/6d838706326fe0759745a99f67be7de1
     
  22. vetasoft

    vetasoft

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    Hi @AblazeInteractive,

    We just released version 1.1.9 that fix the lighting axis issue.

    Best Regards,
    Vetasoft
     
  23. vetasoft

    vetasoft

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    Version 1.2.0 is available

    - Add 5 Blend Mode : Normal, Additive, Soft Additive, Multiplcation and 2x Multiplication
    - Add Tools > Generate Sprite > Now you can generate a Sprite! Useful for pre-renderder texture and speed up your shader.
    - Generate Sprite > Save the Generate Sprite in 128x128, 256x256, 512x512, 1024x1024 or 2048x2048
    - Now support Alpha transparency from the SpriteRenderer Color
    - Shadero Editor > Fix dark preview when using Lighting Support
    - Shadero Editor > Fix editor node turning black when Linear color is used

    Generate a sprite is awesome because is support alpha, it's great for the optimisation of some static nodes.

    Hope you like it.

    Best Regards,
    Vetasoft
     
    cygnusprojects likes this.
  24. vetasoft

    vetasoft

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    F.A.Q:

    How HDR work ? How to active HDR ?

    HDR is not a feature made by Shadero Sprite, It must be setup before using it.
    upload_2017-10-2_10-23-20.png
    More info about HDR here:
    https://docs.unity3d.com/Manual/HDR.html

    If HDR doesn't work, it's maybe because "use HDR" is not activate on the Edit > Project Settings > Graphics menu.

    After I use some effects, my sprite's edge got clip out, why ?

    The edge is made by Unity, by default SpriteRenderer create a shape around your sprite, to avoid that, you can change the drawing mode from the sprite renderer to "Sliced"
    upload_2017-10-2_10-25-8.png

    I can't set Main Texture, I have to use its default texture. Why ?

    MainTexture use a preview sprite because the editor doesn't know what sprite the SpriteRenderer will use. (There is no link between a SpriteRenderer and Shadero Sprite). You can, if you want, use New Texture instead of MainTexture to have your preview and switch with a MainTexture when your shader is ready.

    upload_2017-10-2_10-38-43.png

    If you have any feedback, questions or recommandations, please ask first here of to support@vetasoft.com, bad review makes us sad because we really want to fix any kind of issue and make Shadero Sprite one of the best tools available on the Asset Store.

    Best Regards,
    Vetasoft
     
    Last edited: Oct 2, 2017
  25. vetasoft

    vetasoft

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    New version 1.2.5 is on work and should be ready this week.

    With the support of Crtl-D (for duplicate) and the Undo (Crtl-Z)
    We are also working on new FX nodes and a better interface.

    Hope you like the news !

    Best Regards,
    Vetasoft
     
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  26. vetasoft

    vetasoft

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    New examples will follow

    fiche6.jpg fiche7.jpg
     
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  27. vetasoft

    vetasoft

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    Version 1.2.5 is available !

    - Add > Colors > Super Gray Scale
    - Add > Colors > Color Filters
    - Add UV > Animated Zoom UV
    - Add Pack > Displacement Pack
    - Add Pack > Pattern Move Pack
    - Add Mask > Mask 2 UV
    - Fix editor issue for Mac user.
    - Fix Mask with 2 RGBA with multiple sources
    - Fix RGBA to UV coordinate

    upload_2017-10-13_16-14-59.png

    upload_2017-10-13_16-34-17.png
    *18 color filters from the Color Filters Node
     
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  28. Aenah

    Aenah

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    Hello,

    can you upload a video example showing how Shadero Sprite works on UI Image? For example, making a color change (or other effect) with an animation.

    Thanks a lot.
     
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  29. jweinhartSW

    jweinhartSW

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    Hey. I've been playing around with Shadero the past few days but hit an issue I can't seem to work through - if a Sprite isn't apart of a spritesheet, things like OutlineFX work just fine and as you'd expect. However, if the sprite is in a spritesheet, most of the shadero functionality seems to be treating the UVs as coming directly from the source texture and not the individual sprite within the sheet.

    Is this just not supported right now? It's pretty limiting for Anima2d users, then.
     
  30. vetasoft

    vetasoft

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    Hi JweinhartSW,

    Currently, Shadero work only with single sprite, we are working on finding a way to make the texture atlas compatible.

    Using a texture atlas with shader is particular because a shader use all the sprites texture to work and doesn't care about the Sprite Atlas.

    That's why it's work in some cases like the outline FX or manipulation some colors. Specialy if your using UV.


    Best Regards,
    Vetasoft
     
  31. vetasoft

    vetasoft

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    upload_2017-11-20_12-27-35.png

    We are proud to present our collaboration with Unity and CCG Kit.

    Here is a series of tutorials now available:

    https://go.unity.com/ccgkit-shadero-dwarves/



    Shadero Sprite by Vetasoft : https://www.assetstore.unity3d.com/en/#!/content/97406?aid=1011lNNB

    CCG Kit by Gamevanilla (50% OFF on the Black Friday) : https://www.assetstore.unity3d.com/en/#!/content/52739?aid=1011lNNB

    Dwarves - Card Art Pack by Critical-Hit!: https://www.assetstore.unity3d.com/en/#!/content/95673?aid=1011lNNB

    Dynamic & Full Featured Collectable Card Games

    Shadero Sprite step-by-step tutorials :

    Part 1 - Mounted Marauder:


    Part 2 - Gunmir Guymer:


    Part 3 - Dwarf Adventurer:


    Part 4 - Bodyguard of Helm:


    Part 5 - Troll Slayer: https://www.youtube.com/watch?v=8rqPz6x537Q
     

    Attached Files:

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  32. vetasoft

    vetasoft

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    Shadero 1.3.1

    - Add Screen UV
    - Fix Grab Pass UV without Grab Pass
     
  33. vetasoft

    vetasoft

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    Shadero 1.4.0 is on the way !

    With more featured for Lighting Support such as :

    Normal Map and more

    Note that 2D Normal Map are a bit complex and hard to create. Even harder than 3D because you need to create every bump like a 3D object.

    However they are great tools available like Sprite Illuminator : https://www.codeandweb.com/spriteilluminator

    Also, new amazing premade node are coming

    -Vetasoft
     
  34. foldergeist_studios

    foldergeist_studios

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  35. vetasoft

    vetasoft

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    It's strange, you can simply delete the file Assets\ShaderSprite\Plugins\Editor\LastSession.asset

    if it doesn't work, try to reinstall Shadero.
     
  36. vetasoft

    vetasoft

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    Shadero Sprite V1.4.0 is on the way

    with the support of the new Lighting Node, just put the lighting Support Node Before the Build Shader Node and that's it ! :)

    upload_2017-11-24_16-44-5.png

    upload_2017-11-24_16-45-17.png
     
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  37. vetasoft

    vetasoft

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    Shadero Sprite 1.4.0 is now available !

    We already working on a new version right now.

    Also it's -30% on the huge mega sale so, make sure to search "Shadero" on the search box :)

    Best Regards,
    Vetasoft
     
    Last edited: Nov 27, 2017
  38. Aenah

    Aenah

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    Sorry for asking again, but a I need to know how animate an effect in a UI Image (this gameobject has not sprite renderer)... ¿Someone can help me?


    I'm doing the same thing as in the youtube videos step by step, but the the animation of the effect does not work with the UI Image

    Thanks a lot.
     
  39. vetasoft

    vetasoft

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    Hi Aenah,

    It's depend on how you want to animate the effect automatically or manually.

    Automatically mean that you doesn't need to use the animation system. Like our tutorial here :


    if you need a manual animation, you can't do the same as SpriteRenderer because Unity UI doesn't allow you to use the material value.

    However, it's possible to use a custom script with .SetFloat("ValueUsedbyShader", ValueUsedbyShader);

    after that, you can animated the value of the custom script instead of the material value.

    It's sound a bit complicated but this is the only way to do it for the UI for the moment.

    Hope it's help
     
  40. vetasoft

    vetasoft

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    upload_2017-11-27_13-42-24.png

    shadero-fire.gif
    A Procedural Pixel Fire Sprite FX.
    With Shadero, you can do this FX in few seconds with just only 3 nodes.
     
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  41. vetasoft

    vetasoft

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    upload_2017-11-27_14-23-49.png

    breathe.gif
    Make your Character alive with realistic breathe in 4 nodes !
     
  42. vetasoft

    vetasoft

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    Also, the Breathe technique work with texture atlas and that's awesome, it's fast, very fast ! :)
     
  43. vetasoft

    vetasoft

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    Here is a better look of the breath effect :

     
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  44. recon0303

    recon0303

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    Can you move any part of the sprite for example the legs? because not to be picky, animator .. The legs should be moving a bit, so just making sure we have all the control, I assume we do?

    I been eyeing this asset for awhile, and the other one, wont say its name and comparing....You seem to be more active, and have other assets, so hopefully wont have to worry about you disappearing, like we do with a lot of assets in the last year. So I been more picky about buying assets due to this.

    So this is what is making me think about buy yours as you seem very active and committed.. with other assets you made.. Keep that up, and more people like me will buy this .. I may buy it this sale. debating.

    So can I ask what are some future plans? and please only say plans you know for a fact you are adding like maybe a road map??? I hate empty promises, I rather it be stuff you know you are adding.. I do a ton of UX/UI, and I can see this being useful for UI work as well.

    Thanks for any info. /cheers
     
  45. vetasoft

    vetasoft

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    Thank for your message @recon0303,

    Technically, you can also move the legs with another texture.

    This animation was done on the fly, that means we do it very quickly to show the speed of the time production. (and keep it simple as possible)

    In this example, we use this texture as a mask for the uv like this:

    upload_2017-11-28_11-27-17.png

    So, if you add another mask with 2 UV and a new Leg texture, it should also do the trick.

    You can also do rotation on some parts, like we did for the horse on our collabortation with CCG KIT here :


    Of course, this technique doesn't replace or allow your character for a complet movement animation. But it's a interesting feature if your game is already finished and you want to improve it, specialy if you are using sprite sheet/texture atlas.

    We could imagine adding this on a game like Street Fighter 2 very quickly.

    For example, we use it in our small technical demonstration last year with multiples sprites and texture atlas. By adding a life movement, the character looks like a 3D model.

    In fact, when we show this at the GDC in 2016, people believe that the character was made in 3D


    For the future update, we study special adapted nodes for many details like (this one) but more specific like: winds, hair winds, clouds or breathe, without using others nodes.

    Adding more pre-made nodes effects is also one of our priorities.

    We are also game developers, and we currently use this asset for our next project, every idea we have will also be included on Shadero.

    We also received special requests from customers, as we do especially with Camera Filter Pack and 2DxFX.

    We want to accelerate the time production and the beauty of any games with special nodes and special tools in the most simple and professional way possible.

    I Hope this help,
    Vetasoft
     
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  46. vetasoft

    vetasoft

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    Posts:
    421
    Shadero 1.4.1 is available

    - Add Inner Glow FX
    - Fix Unity 2017.2 issue

    upload_2017-12-4_11-43-19.png
     
    recon0303 and Dziemian like this.
  47. recon0303

    recon0303

    Joined:
    Apr 20, 2014
    Posts:
    1,598
    any luck with atlas? are there plans, I been wanting to get this, but a few things have held me back. I been alot more picky about buying assets from the store. SO sorry for all the questions. Right now its dirt cheap so I may buy it, but I do a lot of UI work, and use Photoshop a ton... I could see this helping spend a few things up... So not being able to use Atlas, for sprites for everything is a huge turn off. anyways. hoping its coming soon, I would buy it right now. /cheers

    PS I own lots of assets, so again sorry for all the questions I want to be sure this will be the right fit for my Steam game and mobile games . I spent to much on assets , I mainly buy tools as such, but wasted a lot through the years on stuff that never last, or just don't work well. So hoping you can prove me wrong, and turn out to be a great asset , looks like it could be. You seem committed as you have other tools which is what has my attention. :)
     
  48. vetasoft

    vetasoft

    Joined:
    Nov 15, 2013
    Posts:
    421
    hi recon0303,

    Don't worry, Spritesheet is very particular with shaders but there are many ways to use it.
    It depends on how you used Spritesheet and the wanted effects.

    We would be very happy to explain or find the best solution for your desired effect.

    Our main goal is to improve your game in all cases. This forum is made for this, we accept requests or any kind of support.

    A problem solved, a new solution or an idea can be beneficial for everyone :)

    Best Regards,
    Vetasoft
     
    recon0303 likes this.
  49. recon0303

    recon0303

    Joined:
    Apr 20, 2014
    Posts:
    1,598

    good to know. Thanks.
     
  50. Lloyd_RedironLabs

    Lloyd_RedironLabs

    Joined:
    May 17, 2013
    Posts:
    319
    Sorry, I saw some important questions and I didn't see an answer...
    • Does this only work with sprites?
    • Can it be used with UI Images, UI Canvas or 3D model materials?
    • Can it be used with Animated Sprites (note: Animated in Unity's Mechanim) Sprites?
    • Did you get it working properly with Sprite Tilesets?
    Thanks! Looks great, just trying to determine its limitations. I don't really use Sprites for anything.
     
    Last edited: Dec 24, 2017