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[RELEASED] Shadero Sprite - 2D Shader Editor

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

  1. Wizard-Games

    Wizard-Games

    Joined:
    Jun 4, 2013
    Posts:
    34
    Hi, I was wondering, did you ever get shadero working with atlases?
     
  2. brianborg455

    brianborg455

    Joined:
    Dec 1, 2017
    Posts:
    6
    we actually already use a breathing effect done by shadero, but this looks awesome will probably switch to it! i love your editor guys keep it up! The user interface would be my only complain since its not really amazing but the power it has is 10/10. To start with improving the interface would be a search menu on the left would be great! Sometimes right clicking and going through menus is hard to find the right nodes.
     
  3. lordzeon

    lordzeon

    Joined:
    Jun 1, 2018
    Posts:
    14
    Hi, im having a rare issue with the shader made in Shadero, im using it in a tilemap, with sprites there is no problem, but somehow, in my custom tile from tilemap (the tile sprites are bigger than the tile size and the z position is random to avoid flickering because of this), the lighting support effect make the sprite to be traslucent in the borders, this doesn´t happend with a standard diffuse shader if i use CUTOUT rendering mode, but i think shadero use Transparent Rendering mode... there is some way to change this? (if i open the compiled shader, even if i don´t make changes, it fails to compile)

    SHADERO.jpg
     
  4. vetasoft

    vetasoft

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    Nov 15, 2013
    Posts:
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    Hi Lordzeon, we will look at this issue sooner, thanks for reporting this
     
  5. vetasoft

    vetasoft

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    Nov 15, 2013
    Posts:
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    Version 1.9.0 is available

    • Introducing "S.O.F. Texture" Shadero Organic Format - The fastest way to add life to your game by adding realisting mouvement.
    • Add Human Breath Simulation Tools, using a realistic and fast breath algorithm.
    • Add Generate SOF Texture
    • Add Human Breath uv
    • Add Human Breath EX uv
    • Fix Mask2uv wrong count
    • Fix Blend Mode issue with Bluid Shader when the parameters change
    • Add Lerp UV
    • Add Multiple UV
    • Add Division UV
    • Add Addition UV
    • Add Substract UV
    • Add Shiny Only FX
    • Add Circle Hole FX
    • Add Mask with RGBA Alpha
    • Add Animated Infinite Zoom UV
    • Fix Right-Click menu position
    • Fix 3D effet Source
    • Add Liquid UV
    • Add Doodle UV (drawing doodle effect)
    • Add Textbox for manual parameters
    • Add New Blend Mode : Premultiplied Transparency
    Hope you like it,
    Best Regards,
    Vetasoft
     
    DrOcto and Arganth like this.
  6. Dabelnedy

    Dabelnedy

    Joined:
    Apr 2, 2017
    Posts:
    2
    Hi,

    Does Shadow/Light introduced in version 1.7 work with animated sprites? How does it work exactly?
    Most of the outlines I've seen in 2D use either multiple cameras or Unity's OnRenderImage method.
     
  7. vetasoft

    vetasoft

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    Nov 15, 2013
    Posts:
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    Yes, if you use Source Main Texture, you can work with animated sprites. But for the best result, we recommand to use single sprite like the woman on the 2D Game kit Demo release by Unity.

    It's the same technique used to do a blur effect, but in this case, we arrange the effect to be like a light or a shadow effect.
     
    DrOcto likes this.
  8. watercolorheartdev

    watercolorheartdev

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    Sep 25, 2017
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    What's the Source Main Texture technique?

    Also, is there a video documentation or tutorial anywhere? And do you use Discord or Twitter? Thanks.
     
  9. vetasoft

    vetasoft

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    Nov 15, 2013
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    420
  10. vetasoft

    vetasoft

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    Nov 15, 2013
    Posts:
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    Version 1.9.3

    - Add 6 new examples project + demo scenes
    - Add Simple Displacement Rotative UV Node
    - Add Polar Coordinates UV Node
    - Add Color Gradiant by 2 colors Node
    - Add Page Curl effect Node
    - Add DamageIncrustation FX Node
    - Add DamageIncrustation Tint FX Node
    - Fix Noise & Generate Line issues.
    - Fix Black issue with some effect on mobile devices
    - Increase Generate Line Number by 256
    - extend Threshold Smooth Node value
    - Fix Unity 2017.4 issue
    - Work great with Unity 2018.2f
    - Fix warning issue
    - Fix Holographic Value issue
    - Fix Voronoid paramaters value names
    - Fix Animated Infinite Value names
    - Add Aura Displacement Pack
    - Add Shake UV
    - Add Load Shader from Material button to the Build Shader
    - Add Fixed Blend HDR to the Build Shader ( this feature will fix strange blend issue when using HDR)
    - Fix warning issue in Unity 2018.x
    - Fix Threshold Smooth parameters
    - Fix Morphing Perfect Stranger value





     
  11. Fab4

    Fab4

    Joined:
    Sep 30, 2012
    Posts:
    113
    First of all, thanks for your awesome tool I like it very much so far.

    Currently I want to use your tool to combine a simple color pallette swap with your great effects, but I sadly don't seem to have any success.

    The technique I want to use is to use grayscale textures and swap colores by a color ramp map.

    I found the following code, which does exctly what I need:

    Code (CSharp):
    1. Shader "Hidden/PaletteSwapLookup"
    2. {
    3.     Properties
    4.     {
    5.         _MainTex ("Texture", 2D) = "white" {}
    6.         _PaletteTex("Texture", 2D) = "white" {}
    7.     }
    8.     SubShader
    9.     {
    10.         Cull Off ZWrite Off ZTest Always
    11.  
    12.         Pass
    13.         {
    14.             CGPROGRAM
    15.             #pragma vertex vert
    16.             #pragma fragment frag
    17.          
    18.             #include "UnityCG.cginc"
    19.  
    20.             struct appdata
    21.             {
    22.                 float4 vertex : POSITION;
    23.                 float2 uv : TEXCOORD0;
    24.             };
    25.  
    26.             struct v2f
    27.             {
    28.                 float4 vertex : SV_POSITION;
    29.                 float2 uv : TEXCOORD0;
    30.             };
    31.  
    32.             v2f vert (appdata v)
    33.             {
    34.                 v2f o;
    35.                 o.vertex = UnityObjectToClipPos(v.vertex);
    36.                 o.uv = v.uv;
    37.                 return o;
    38.             }
    39.          
    40.             sampler2D _MainTex;
    41.             sampler2D _PaletteTex;
    42.  
    43.             fixed4 frag (v2f i) : SV_Target
    44.             {
    45.                 float x = tex2D(_MainTex, i.uv).r;
    46.                 return tex2D(_PaletteTex, float2(x, 0));
    47.             }
    48.  
    49.             ENDCG
    50.         }
    51.     }
    52. }
    Here is the source @2:42:



    It seems that your "Premade Gradient Node", does exctly what I want to do, but does not offer to use a premade gradiant from a texture.

    Is there any chance to achieve the color swapping in shadero or is there a chance that you add another node for this?

    Thank you very much in advance

    Best regards.
     
  12. Silverlode

    Silverlode

    Joined:
    Apr 9, 2013
    Posts:
    40
    Does there exist anywhere a document which lists the nodes, and says what they do?
     
  13. tnbao91

    tnbao91

    Joined:
    Sep 5, 2013
    Posts:
    46
    Seem to be any shader made by Shadero doesn't work with Rect Mask 2D

    upload_2018-9-29_18-15-38.png
     
  14. OP3NGL

    OP3NGL

    Joined:
    Dec 10, 2013
    Posts:
    246
    was thinking to buy this plugin..

    however these needs answering...

    1. from the looks from the inspector, why wasnt the shader header renamed? ie:(_sourcenewtex_0) we cannot renamed to our names?

    2. can this plugin be used with other shaders?
     
  15. Lemonua

    Lemonua

    Joined:
    Mar 16, 2017
    Posts:
    7
    yeah, Shadero doesn't work with Rect Mask 2D. no fixes?
     
  16. vetasoft

    vetasoft

    Joined:
    Nov 15, 2013
    Posts:
    420
    Hi Lemonua,

    Shadero will have UI Rect Mask support on the version 1.9.4

    upload_2018-11-8_11-13-51.png

    The new version is upcoming sortly with new features:

    Here is a small list of the current new feature:

    - Add UI Mask Support
    - Add World Grass / Grass Distortion UV
    - Add World Grass / Grass Mask Distortion UV
    - Remove and Fix Arrow keys for editing values
    - Add Generate Texture Atlas UV ( an alternative solution to use Atlas Compatible with some FX )
     

    Attached Files:

  17. vetasoft

    vetasoft

    Joined:
    Nov 15, 2013
    Posts:
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    Also on the version 1.9.4 :

    - Palette 4 Swapping : Change the color palette using 4 Colors
    - Palette Swapping using Texture : Change the color scheme using a gradient texture

    upload_2018-11-9_11-32-0.png

    upload_2018-11-9_11-31-35.png

    A demo showing all the effect of the new version 1.9.4 will be available.

    The version 1.9.4 will be release shortly
     
    Fab4 likes this.
  18. vetasoft

    vetasoft

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    Nov 15, 2013
    Posts:
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    New version is now available !

    Version 1.9.4
    - Add UI Mask Support
    - Add World Grass / Grass Distortion UV
    - Add World Grass / Grass Mask Distortion UV
    - Add Generate Texture Atlas UV ( an alternative solution to make Atlas Compatible with some FX )
    - Add Gradiant 4 Palettes ( 4 colors )
    - Add Gradiant Palette texture
    - Add Cull Mode to the Build Shader
    - Remove and Fix Arrow keys for editing values

    https://assetstore.unity.com/packages/slug/97406

     
  19. Lemonua

    Lemonua

    Joined:
    Mar 16, 2017
    Posts:
    7
    Hi! I have a problem with Animated Zoom UV and Sprite Atlas. Shader uses center of atlas but not center of every texture inside it. So effect looks broken. Is there a way to fix it?
     
  20. MaccyDBoy

    MaccyDBoy

    Joined:
    May 25, 2017
    Posts:
    29
    Hi !

    Just bought the asset to add some nice effects to my 2D platformer ! Can't wait to play with Shadero !

    one question tho i fiddled with some features, but i can't seem to understand how you managed to make that ship go away with the code using the shader in the demo you show in one of your videos !

    Like, if i wanted to make a door disapear on only one condition. would you please enlighten me ??

    thanks :D !
     
  21. indieDoroid

    indieDoroid

    Joined:
    Jan 25, 2016
    Posts:
    171
    Hi,

    May I ask.

    1) Does shadero support Spine animations?

    My character has multiple facial expressions, so his eyes and mouth are on top of his face. Will there be Z sorting problems with your tool?

    I've had this problem with other tools I bought on the Unity store. :(

    2) Will be able to bake lightmaps with Shadero?
    3) Can this plugin be used with other shaders? And which rendering pipeline does it support currently? Light weight etc

    Thank you!
     

    Attached Files:

    • 1.jpg
      1.jpg
      File size:
      241.6 KB
      Views:
      225
  22. vetasoft

    vetasoft

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    Nov 15, 2013
    Posts:
    420
    Hi @Lemonua

    Sprite Atlas use can do strange glitch when you use it outside color manipulation. This is a main issue from Unity and Shaders in general.

    The best way to use it is to use single texture.

    In our part, we still trying to find a way to bypass this general issue with some special tricks.

    Hope it's help,

    Hi @MaccyDBoy ,

    - Just make a new material, a new shadero shader.

    Create those few node:

    upload_2018-11-23_11-40-48.png

    copy the material to the sprite with the door.
    change the variable on the material and that's it.

    upload_2018-11-23_11-41-58.png


    All in few secondes :)
    test2.gif

    Hope it's help,


    Hi @indieDoroid ,

    1) It's work great with spine as you can see.

    ( we have added a color GB node )

    test.gif

    2) Will be able to bake lightmaps with Shadero?
    We guess not, 2D is not really the same approche as a 3D object.

    3) Yes of course, Shadero will generate a .shader file to use with any kind of others shaders.

    Rendering pipeline from unity 2018.2 is not supported yet. But it will be in a future version, it's shouldn't be complicated to support it :)

    Hope it's help,
    Best Regards,
    Vetasoft
     

    Attached Files:

  23. MaccyDBoy

    MaccyDBoy

    Joined:
    May 25, 2017
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    Oooooooooooh, wow silly me. Never thought of using animator to animate values... -_____________- Thanks for the awesome-o quick answer :)
     
  24. indieDoroid

    indieDoroid

    Joined:
    Jan 25, 2016
    Posts:
    171

    Awesome ! Thank you.
     
  25. alanmthomas

    alanmthomas

    Joined:
    Sep 7, 2015
    Posts:
    136
    I just purchased this and am wondering if it is possible to create a shader that reacts to physics, like a jelly shader.

    Also wondering if it is possible to create a shader where you take a base graphic and place an overlay (in multiply or additive mode) but have those layers always be oriented in the world up direction. The base texture can rotate with the sprite but the overlay layers would maintain that up orientation.

    I'm going to play and see if I can figure this out but I thought I'd ask here as well.
     
    Last edited: Nov 26, 2018
  26. vetasoft

    vetasoft

    Joined:
    Nov 15, 2013
    Posts:
    420
    @alanmthomas

    I just purchased this and am wondering if it is possible to create a shader that reacts to physics, like a jelly shader.


    you need to use a script to use physics because you can't use the unity physics directly by shaders.

    Also wondering if it is possible to create a shader where you take a base graphic and place an overlay (in multiply or additive mode) but have those layers always be oriented in the world up direction. The base texture can rotate with the sprite but the overlay layers would maintain that up orientation.

    Of course yes, you can combine 2 sprites simultaneous and add an overlay on it ( RGBA/Math ). You can use a specific UV for the overlay, for example use the world coordinate, or the screen coordinate.

    We would love to assist you on this forum if you have any kind of trouble to achieve this specific effect

    Also for all who love Shadero, if you like this asset and want to encourage us to improve it, please rate it 5 stars with a kind messages, it's really important and it would be really useful for use

    Best Regards,
    Vetasoft
     
    Last edited: Nov 27, 2018
  27. brianborg455

    brianborg455

    Joined:
    Dec 1, 2017
    Posts:
    6
    With the grass effect a sea effect would be also amazing from the same perspective :D
     
  28. FlorentFal

    FlorentFal

    Joined:
    Nov 20, 2015
    Posts:
    34
    Hello @vetasoft, on last release I still cannot find the Diablo like orb shader ? When will this example will be available? Its complexity would be usefull to learn how to use shadero sprite editor !
    Thanks
     
    Last edited: Jan 28, 2019
  29. GorkaChampion

    GorkaChampion

    Joined:
    Feb 6, 2018
    Posts:
    102
    Do this shaders work for UI? Can you use the shaders for Unity UI?
    Thanks.
     
  30. Gamingbir

    Gamingbir

    Joined:
    Apr 1, 2014
    Posts:
    73
    Hi after using and making what I want is there an export button to use in other engines or all your effects with shadero or 2dfx and such is only for unity?

    @vetasoft
     
  31. Shirzad

    Shirzad

    Joined:
    Dec 8, 2016
    Posts:
    9
    Hello,

    i bouth yesterday shadero sprite. Now I get this error:

    Assets\ShaderoSprite\Plugins\Editor\Framework\NodeCanvasSceneSave.cs(6,9): error CS0118: 'NodeCanvas' is a namespace but is used like a type

    This is probably because in my project there is also Asset called NodeCanvas.

    https://assetstore.unity.com/packages/tools/visual-scripting/nodecanvas-14914

    I use Unity 2019.1.2

    Do you have any idea how could I use both in same project?

    Thanks in advance
     
    Last edited: May 15, 2019
  32. vetasoft

    vetasoft

    Joined:
    Nov 15, 2013
    Posts:
    420
    Hello and sorry for this absence in our various forums.

    First of all, after several comments, we want to be as transparent as possible.

    Creating an asset requires time and patience. But maintaining a team is not an easy thing, that's why, we must also be busy on other projects and unfortunately put aside the dev of assets, without abandoning them, because no, Shadero is not abandoned and version 2.0 and the various possible corrections following the new Unity is still valid. No worries about that on that side.

    Some comments say that we do not do any support, that the support is zero.
    Just look at the comments from the forums, the implications we had on Shadero in full time, the many updates, the many additions, the many personal requests, the many positive comments.
    It affects us to read this. We are less present and we apologize for that.

    We are currently working on another console project that allows us to continue our activity, that said, we will try to find time to improve the learning part of Shadero. Because yes, Shadero is very good if you master it, and I can confirm that it works very well on Nintendo Switch, PS4 and Xbox One. Which is a good thing. Shadero is good, because we use it in our own production in an efficient way, and it really enhances the UI look with top effects that are easy to achieve very quickly. A time-saving monster!

    It's a shame that you can't master it quickly, even though we've tried to make it as easy as possible to use. We would really like to find a way to make you learn as simply as possible, how to use it and when to use it.

    There is also a creative aspect that must be achieved, all we can do is share examples of what we can achieve with, because yes, Shadero allows you to do everything, everything you have in mind, in a few nodes, but to do that, the creative side is really important.

    We think that to master Shadero, the first thing to do is to understand what a UV is, and how it works with a Shader, how the UV is applied to the texture. Once you have mastered this vision, Shadero will be clearer, and a new world will open up before you. Really, you can do wonderful things with 2D Shaders, things that boost the graphic aspect, whether it's in a 3D project for the IU or 2D for everything, mastering the shader is thing for all next-gen and future next-gen productions.

    Be patient, we will soon be back, in the meantime, create as much shader as possible, and long live the game development !

    - The Vetasoft team.
     
    Last edited: Jun 20, 2019
    zyzyx likes this.
  33. ehudcandivore

    ehudcandivore

    Joined:
    Jul 18, 2018
    Posts:
    2
    Hi,
    A few questions (assuming the asset is still supported, couldn't really figure it out from the above post):
    - Are sprite atlases now supported? I've seen Atlas UV generation exists but there is no video/info on how to use it
    - It seems like the "page curl" effect doesn't work on UI images, it gets cut off (setting a UI image to "sliced" doesn't work like it does for regular sprites)

    Any chance any of these issues can be solved?
    Thanks!
     
  34. Kamil1064

    Kamil1064

    Joined:
    Aug 14, 2014
    Posts:
    145
    Hi @vetasoft,
    I was working yesterday on project, today I opened unity and see this:
    shadero_001.jpg
    So my question is:
    May I open ".shader" inside "shadero window"? When I click "Load Shader Project" it wants only ".asset".
    Cheers,
    Kamil
     
  35. vetasoft

    vetasoft

    Joined:
    Nov 15, 2013
    Posts:
    420
    Hi Kamil,
    It's imperative to save your project first. You can't load a project from the shader file. Shadero generate a clean shader without any other information.
     
  36. Kamil1064

    Kamil1064

    Joined:
    Aug 14, 2014
    Posts:
    145
    Ok, thanks.
    Maybe it could save with CTRL+S when save project?