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


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 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?

  • SRP only (Standard pipeline), it's not compatible with  URP/HDRP (not yet, updates coming soon);
  • Shaders being converted  to Shaderforge and shadergraph  for compatibility  with more shader  editors and different  pipelines within unity;
  • You could mostly fill a small room with them, however, would be too expensive since it's using purely the Unity's Particle system (even with Vfx graph you would mostly toast the GPU);
  • You can't put rigidbodies on the since they are particles and they are not interactive at all;
  • Thanks for asking before purchasing and sorry for not achieving your expectations;

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.