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Assets [WIP] EDGE - Isometric World

Discussion in 'Works In Progress - Archive' started by Animmal, Jul 11, 2018.

  1. Animmal

    Animmal

    Joined:
    Oct 8, 2017
    Posts:
    39
    Hi,
    I would like to showcase my new Package I have been working on.




    EDGE - Isometric World, is a high quality, extensive modular assets pack. With EDGE you can build all manner of interesting, innovative and fun game levels.

    The package includes World Position shader which applies separate flat color on each side of the asset (X, Y, Z, -X, -Y, -Z). The Shader provides a lot of customizable features like Overall Y gradient or emissive option for each side. It works with all kinds of meshes: Hard normal edges, soft normal, with or without UV Layout.

    With World position shader you can build materials with unique look in seconds. Included color reference sheets will help you to achieve fancy clean look and professional color sets for your level. Fully modular assets are easy to piece together in a variety of combinations.

    Includes Beautiful Stylized water shader

    • Includes 13 demo scenes showing package in action
    • MOBILE READY
    • World Position Shader
    • Includes Vertical Fog Shader
    • Toon Water shader
    • Includes Particle Presets
    • Isometric camera preset

    Assets used: Unity Post Processing Stack

    For Questions and Feedback:
    datokiknavelidze@gmail.com












     
    RendCycle likes this.
  2. RendCycle

    RendCycle

    Joined:
    Apr 24, 2016
    Posts:
    330
    Hi! Is it possible to place Water Cubes of different colors side-by-side and have them animate seamlessly? Can this asset work with Deferred Rendering Path? Also, is this fully compatible with Unity 2018.1.6 at least?
     
  3. Animmal

    Animmal

    Joined:
    Oct 8, 2017
    Posts:
    39
    Hi, Thanks for your itnerest in EDGE - Isometric World.

    Yes Asset can work with Deferred rendering and its fully compatible with Unity 2018.1.6 if you will have any issues we can solve it together quickly.

    About water: Since water shader is using vertex offset separate cubes of water will have seams when they will be animated side by side. In this case you should replace 1X1X1 cube with 2X1X1 and so on.
     
  4. RendCycle

    RendCycle

    Joined:
    Apr 24, 2016
    Posts:
    330
    Thanks for the prompt reply! I will just send you PM so we can discuss further.
     
    Last edited: Oct 18, 2018