Cyber Effects - Voxels
Inspiration
Inspired by the art of Transistor and Remember me, then, evolved while part of the team behind Pixel Ripped 1989 development.
Music produced by Leonardo Borges and listen on Spotify.
Content
- 2 core Visual effects with fade-in and fade-out animations;
- 8 loopable variants with fade-in and idle animations;
- 21 variants in 3 different materials (thus, a total of 63 variants);
- 3 shaders using Amplify Shader and particles integration through the flow of custom vertex streams;
- Documentation containing visual effect breakdown and how to manipulate some aspects of the visual effect;
Compatibility
- All content compatible ONLY WITH UNITY ENGINE;
- Compatible with Unity 's URP /HDRP / SRP Pipelines (You will just have to switch the shaders to Unity' s builtin particle shaders of each pipeline);
- Unfortunatelly the "Galaxy shader" within the package is not compatible with URP / HDRP;
Collection
Status | Released |
Category | Assets |
Authors | Ivan Garcia Filho, elvismd |
Made with | Unity, Blender |
Tags | 3D, Colorful, Cyberpunk, Futuristic, Generator, Neon, Procedural Generation, psychedelic, Sci-fi, Voxel |
Asset license | Creative Commons Attribution_NoDerivatives v4.0 International |
Average session | A few seconds |
Languages | English |
Inputs | Keyboard, Mouse |
Links | Assetstore, Grumroad, Linked-in (Ivan), Linked - In (Elvis), Twitter (Ivan), Twitter (Elvis), Facebook (Ivan), Facebook (Elvis) |
Purchase
Buy Now$7.50 USD or more
In order to download this asset pack you must purchase it at or above the minimum price of $7.50 USD. You will get access to the following files:
Voxels_22_11_2020.unitypackage 8.9 MB
Comments
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Looks really good! The before purchase questions : is it meant for SRP or URP? And can it be used to spawn a room made out of cubes - with rigid bodys and colliders attached?
Thank you very much Ivan for that detailed answer! SRP is not an issue - for my current project everything is in SRP yet and I do have Amplify Shader Editor. The latest version supports URP and I converted last week another shader with it to URP so probably it'll work too if I go for it. For the walls I just make separate invisible objects (that aren't related to the effect) with RB's and colliders. Well performance is allways a bitch but I'll test it out by myself.