
A downloadable tool for Windows
A collection of shaders used to replicate the distinct visual style of early 3D games within the modern Unity engine. Designed to be usable by non-programmers while also featuring in-depth code commenting for easy modification.
Follow@leakyfingers on Twitter for updates.
This pack is licensed under the Creative Commons (Attribution Share-Alike License) - the pack itself can be freely shared and adapted as long as proper attribution is given and it remains under the same licensing terms.
| Status | Released |
| Category | Tool |
| Platforms | Windows |
| Rating | Rated 5.0 out of 5 stars (33 total ratings) |
| Author | LEAKYFINGERS |
| Made with | Unity |
| Tags | 3D,Demake,DRM Free,Game Design,Game engine,Lo-fi,Low-poly,Retro,Unity |
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Awesome work! Ended up using it in my project:https://jekdersnek.itch.io/captain-commanders-conquest
I used your
for my short 3D Adventure game called Pura Hana. You can play it here:https://epanne.itch.io/purahana
It is my first bigger 3D Projekt and it would not be possible for me to make it without you
I really appreciate you making this available! - BIG BIG THANGS
Eric
Hey, amazing stuff!
Is there any chance you can make an iteration of the transparent versions which are cutout alpha rather than blend alpha? I've been fiddling around with this and I can't for the life of me figure out how to alter the code in a way that will allow for cutout transparency.
Thanks so much!
Outstanding work! Using this in my Jam submissionhttps://zellator.itch.io/sortium
Ok, so I looked into it and I unfortunately don't think I can do much about it - my vertex shader uses the 'LightMode = Vertex' tag which means that the lighting calculations only take into account the nearest 4 point lights and a directional light. All spotlights are treated as point lights which is why the light radius in the upper image is way bigger.
I can't use the lighting of the legacy vertex shader because its a fixed function shader which has basically no flexibility and means that I can't properly implement the additional retro properties.
Sorry I can't help with this problem - if you're trying to simulate a flashlight, maybe you could approximate the old Source Engine method by attaching a point light to the camera, raycasting from the center of the screen to find the distance to whatever surface the player is looking at, then adjusting the distance of the point light so it's just in front of that surface?