Stylized modular dungeon by Big Bang Studio
Stylized and low poly style modular dungeon pack containing 58 unique and different architectural models with various detail levels. All mapped to a single 2048x2048 pixel texture atlas and normal map to increase performance.
Package consists of various unique architectural modular elements that can compose a dungeon together:
- 8 Walls
- 4 Archways
- 4 Doorways
- 4 Doors
- 6 Corners
- 5 Floors
- 6 Railings
- 5 Pillars
- 5 Staircases
- 12 Additional props such as wooden boards, candles, lanterns etc.
A total of 58 unique models
All models have a diffuse 2048x2048 pixel texture maps and normal maps included.
Polycount:
- Walls- Between 150 – 300 polygons
- Archways - Between 250– 1000 polygons
- Doorways - Between 250 and 600 polygons
- Doors - Between 600 and 800 polygons
- Corners- Between 300 and 500 polygons
- Floorpieces - Between 200 and 500 polygons
- Railings - Between 50 and 250 polygons
- Pillars - Between 200 and 500 polygons
- Staircases - Between 250 and 350 polygons
Price $35.00
Gradient Shader Pack by Venus12
Introduction
This is a pack of over 200 shaders. Each shader outputs a colorful gradient. You can save memory and performance by not having to use a texture! The gradient might be combined with one or two palette textures, and/or a sprite texture, depending on the shader. All material properties can be adjusted in realtime via script or animation clip.
What’s New in 3.0
A COMPLETE REWRITE: Version 3 is a complete rewrite of the entire pack from scratch. The old pack, version 2.2, was built for Unity 3.0 using hand-written OpenGL shaders. This was several years ago. Newer Unity technologies, faster mobile devices and new graphics API’s called for a complete rewrite.
MORE SHADERS: The old pack featured 85 shaders, the new pack features over 200.
MODERN TECH: All shaders are based on the Unity Scriptable Rendering Pipeline in order to support modern platforms and Unity features. They will not work without it.
FULLY EDITABLE: All shaders are fully editable in the Unity Shader Graph editor, and are stored as Shader Graphs. All shaders can be modified to add or remove or adjust features.
SPRITE AND UI SUPPORT: A new set of 40 sprite shaders has been added including 20 unlit and 20 lit shaders. The lit shaders are currently experimental. Sprite shaders work as normal Unity sprites and can be also used on Unity UI elements such as buttons. Note that sprite shaders are automatically alpha-blended but UI elements may behave differently. Sprite shaders replace old “textured” versions and are now the main way to combine a texture with a gradient.
CLASSIC GRADIENT TYPES: Standard gradients include a more useable angular gradient, diamond gradient, the vertical gradient now doubles as horizontal (set angle = 90), and radial/circular/ellipse. Existing shaders such as Box4, Box6 and Box9 are included.
NEW NOISE GRADIENTS: Three types of noise shaders have been added - one noise field, 3 noise fields, and 3 fields independently layered. There is also a noise shader which combines with a Box4 to transition between Box4 colors and noise colors.
NEW BLOB GRADIENT: A new meta-ball/blob-based gradient has been added featuring 4 individually controllable blobs of color which combine to produce smoothly curved gradients. These allow you to individually move the location of multiple colored blobs.
MORE BLEND MODES: All shaders except sprite shaders (which are automatically alpha blended) are now available in solid, alpha blended, additive and multiply blend modes. This means the output from the shader can be overlaid on top of the background or other objects (even gradients on top of gradients) as multiple layers. Additive blend is useful for lighting effects, while multiply is useful for shading effects or for “colorizing” parts of the scene.
SUPPORT FOR LIGHTING: PRB versions of the shaders now support lighting and shadows per Unity’s Scriptable Rendering Pipelines. This means the shaders can be more effectively used in 3D environments, or with new 2D lighting. These shaders support light, specular highlights, and shadows. The lit sprite shaders also support normal mapping.
MORE FLEXIBILITY: All shaders can be adjusted. The UV coordinates can be translated, rotated, and scaled which “positions” and scales the gradient effect. Colors can of course be adjusted and any transparency in the color will mix with any transparent from a texture (if any). Palettes can be animated by adjusting their horizontal or vertical offset within the palette texture. 2D palette textures are also now supported to allow another dimension of animation. UV coordinates can also be reversed in the material properties instead of a separate shader.
BETTER PLATFORM SUPPORT: Since the new shaders are built with Shader Graph, Unity can automatically build optimized shaders for multiple platforms and graphics APIs. They can work with various rendering pipelines. The shaders are still performant on mobile devices, especially since modern mobile devices have better hardware, but also via the Lightweight/Universal Render Pipeline. Most shaders are cheap but blob/noise are more expensive.
SMOOTHER SKY PALETTES: A set of 40 “sky palette” palette textures are included based on samples from real photos of skies. These have been smoothed to remove banding and produce very smooth gradients for instant sky gradients.
NEW EXAMPLES: Includes 6 new example scenes. Hit play to see animation on some of them.
Palletized Shaders
Palletized versions of shaders pull from a “palette texture”. The texture can be any size but will be smoother if it’s larger. For a one-dimensional palette, e.g. a 2048x1 texture is ideal. If you need more color control, use a larger texture. If you need less color control, you can use a smaller texture with bilinear filtering to automatically interpolate the colors.
You can also use a two-dimensional palette texture. This is a texture (any size/shape) which has multiple “rows” of palettes. Palette rows can be selected in the material properties using the “Palette Offset Y” texture coordinate. And since this value is exposed, it can also be animated/modified by animation clips or scripts. This allows an entire texture-based gradient to shift towards an entirely different palette or palettes over time. It also allows you to select between multiple palettes stored in a single texture. All palletized shaders allow you to adjust the horizontal UV coordinate and the vertical UV coordinate.
For shaders with two palette textures, you can either use the same texture twice (with or without different UV coords) or you can use two separate textures. Gradients will be generated interpolating “between” the two palettes.
Colors from the palette can include an alpha channel, if your palette texture is imported in an alpha-channel-supporting format e.g. RGBA.
The noise shaders will first generate the noise and then reinterpret the noise values as horizontal offsets in the palette texture. Brighter samples will convert to higher UV coordinates (later palette colors) and darker samples to lower UV coordinates (earlier palette colors).
Note that the Blob shader cannot use color inputs while also trying to apply a palette, because of the way meta-balls are calculated and combined. Instead, colors will be converted to grayscale in the shader before being converted to a palletized version.
Requirements
Minimum version of the Unity Editor for all shaders is 2019.2. This means the shaders no longer support any prior versions of Unity.
All shaders require and are built with the Unity Shader Graph editor (which is therefore a required package). The shader graph editor in earlier versions (e.g. 2019.1) does not support the Sprite shaders.
All gradients are generated based on input UV coordinates. Non-sprite textures use UV0 channel to generate the texture shape. Sprite (textured) gradients use UV0 for the sprite texture itself, so UV1 is used for the gradient. Sprites and other Unity geometry objects usually include UV0 and UV1 configured in a 0..1 range as normal. Geometry must contain UV coordinates!
Shader Graph shaders only work with the Unity Scriptable Render Pipelines such as the Universal/Lightweight Render Pipeline. If you use the Lit Sprite shaders, you’ll need to set up a 2D lighting environment including 2D lights and appropriate render-pipeline settings.
A folder of sub-graphs must be included with any project (it's included with the asset). It includes shared shader-graph segments which are used by the shaders. So you'll include the a shader, a material, and the sub graphs. These can be pruned down if you are more technically inclined and familiar with shader editing.
Color Space has an influence on the generated gradients because it affects the renderer’s interpretation of color. Gamma space may generally produce better blends of gradients on some shaders, but all shaders work in Linear or Gamma space. The output may look visually a little different on each.
See the screenshots for real examples of shader output! All images are generated in linear color space.
Price $15.00
3rd Person Camera Toolkit by LantyHorn
The 3rd Person Camera Toolkit can be dropped into a new project, and provides a framework for a 3rd person (or 1st person) player experience. It includes a simple yet versatile character controller, a camera manager, and a number of other features which are very commonly used in a 3d game, but may not be easy to find all in one asset.
Features:
This toolkit contains a character controller with physics-based movement and non root-motion animation, and a scripted camera with multiple perspective options including::
-RPG style 3rd person camera mode - camera follows character during moving, and orbits character when not moving.:
- Camera avoids obstacles and will dynamically adjust its position to avoid clipping.:
-Camera distance from the character is adjustable with mouse wheel.
-1st person camera mode can be toggled on or off
-Over-shoulder perspective can be toggled on or off
-Zoomed in or out with one button
-Scripts for making proper camera adjustments when sitting in chairs or operating workstations or vehicles.
-The main camera can be decoupled, allowing camera-swapping to remote camera or drone.
Additional features
-Platform/elevator script which makes the player inherit motion properly instead of sliding off moving objects.
-Controller is model-agnostic - the player model can be instantiated or swapped at runtime, allowing for character selection, or character transformations.
-Menu mode: the cursor is hidden and confined during movement, but is visible and can interact with UI elements when menu mode is toggled on. Menu mode also disables rotation and movement.
-Customizable crosshairs.
Details on how to set up and use this asset are included in the manual, and an example scene is provided where all features can be tested.
Note: there are no features or conventions in this kit which could not be run in Unity 3d Version 5.x. The version listed here is the version this project was built in, not a restriction.
Video
Contact
Price $20.00
Stylized PBR cartoon Quarry by OnePirri
Most of the textures are 1k resolution, however, depending on the size of the object, some of them were saved with less resolution.
Every set of textures, for the objects, contains: Albedo, Normal, metallic/roughness and Ambient Occlusion.
This asset is not optimized for mobile.
Package contains a total of 60 models, 143 prefabs, in detail:
- 51 fence prefabs
- 4 tilable ground textures
- 11 different rocks
- 19 bush/grass prefabs, made out of 7 different textures
- Modular box office pieces + 2 game-ready prefabs
- 63 situational items
- Post processing v2 profile
A Demo scene is included. The video was made on Unity 2018.2.6
Price $19.99
Low Poly Mega Vehicle Pack 01 by Linder Media
● consists of 111 vehicles & 223 prefabs:
● list price of all vehicles is $550, save $175 with this collection!
●for detailed information of individual vehicles please check them out in our store or website
● each vehicle is using only unity standard shaders: super easy to change colors & great performance!
● with separate (grouped) parts so you can animate whatever you need (wheels, steeringwheel, etc.)
● clean meshes
● for use as scene prop or vehicle in your game/app
● no plugins or third party software needed
Have fun with it and let me know if you need to have anything customized!
Price $375.00
Woodworking tools by Ammady Art
__________ 36 models
__________ 16226 triangles or 8573 polygons overall
__________ divided into 4 groups of materials
__________ divided into 45 various prefabs
The resolution per texture 2048 by 2048 pixels for square textures, and 2048 by 4096 for rectangular textures.
A total of 24 textures on 4 materials:
__________ Albedo Transparency
__________ Ambient Occlusion
__________ Height - who needs it but not necessary
__________ MetallicSmoothness
__________ Normal
All material names correspond to the models that the material covers.
__________ Models are located at: Woodworking tools \ Assets \ Wood_Instruments \ Materials \ Models
__________ Textures are located at: Woodworking tools \ Assets \ Wood_Instruments \ Materials \ Textures
__________ The materials are located at: Woodworking tools \ Assets \ Wood_Instruments \ Materials
__________ Prefabs are located at: Woodworking tools \ Assets \ Wood_Instruments \ Prefab/
__________ The demo scene with additional materials can be found in the main directory of the Unity package.
All assets are optimized towards the greatest versatility and can be used for different purposes in the game-play.
From quest items to environmental objects.
I remind you that each model you bought promotes the author and his game project. You can follow the production of assets live on the author’s YouTube channel.
Price $15.00
Cyber man pack by Agarkova_CG
All Characters setup to work with Mecanim.
Cyber Man
PBR textures.
-Albedo -AO -Metallic -Normal (all 4096-4096 size)
Tris: 7612 Verts: 4283
Normal map format – DirectX.
Prefab – 1.
Cyber man sci fi
PBR textures.
-Albedo -AO -Metallic -Normal (all 4096-4096 size)
Tris: 10830 Verts: 6101
Normal map format – DirectX.
Prefab – 1.
Cyber monkey
PBR textures.
-Albedo -AO -Metallic -Normal (all 4096-4096 size)
Tris: 7073 Verts: 3985
Normal map format – DirectX.
Prefab – 1.
Man
PBR textures.
-Albedo -AO -Metallic -Normal (all 4096-4096 size)
Tris: 11400 Verts: 6436
Normal map format – DirectX.
Prefab – 1.
Soldier
PBR textures.
-Albedo -AO -Metallic -Normal (all 4096-4096 size)
Tris: 8040 Verts: 4550
Normal map format – DirectX.
Prefab – 1.
See image and Sketchfab for model preview.
Use it for your amazing games!
Please rate and comment my work.
agarkova.cg@gmail.com
Hope you like it!!!
Price $14.99
ArchVizPRO Interior Vol.7 by ArchVizPRO
FORUM Thread
Features:
- HDRP native
- Fully explorable interior
- More than 200 prefabs
- CPU/GPU Progressive ready
- HD 4K Texture
- Post Processing Setup
- Custom Shader Graph Shaders (Rain_Streaks, Rain_Ripples, Fabric_Rim, Fabric_Rim_POM, Vegetation, Double_Sided )
- HDRP VR (soon)
- Day/Night setup (soon)
- RTX Support (soon)
ArchVizPRO, your secret weapon for Architectural Visualization!
Please read the Documentation for quick project setup.
Price $49.99
Low Poly Fruit Pack by Seden Altun
Low Poly Fruit Pack for games. (Suitable for mobile game) Each fifteen fruits object's have its own three different types (45 type of prefab) with hand-painted, low and high resolution uv mapped textures.
— Content — - 15 kinds of objects - 45 type of prefab - Materials with hand painted albedo texture - Fruit Types: Apple, Banana, Orange, Apricot, Cherry, Coconut, Dragon Fruit, Fig, Grape, Kiwi, Pear, Pineapple, Pomagranate, Strawberry, Watermelon
Average numbers for each object: - 92 polygon - high res texture: 530 kb - low res texture: 108 kb
Price $4.99
Battle Attack Music Pack by Professional Audio Compositions
4 Full music scores
14 Loopable segments, and loopable versions of the full scores.
11 Hits and sound effects.
The Battle Attack music pack features high quality audio and musical composition, as well as an array of useful sounds specifically designed with games in mind.
Price $11.99
Sci Fi Robot by Agarkova_CG
Character setup to work with Mecanim.
PBR textures.
-Albedo -AO -Metallic -Normal (all 4096-4096 size)
Tris: 8930 Verts: 5198
Normal map format – DirectX.
Prefab – 1.
This character is humanoid.
See image and Sketchfab for model preview.
Use it for your amazing games!
Please rate and comment my work.
agarkova.cg@gmail.com
Hope you like it!!!
Price $9.99
Warrior sci fi by Agarkova_CG
Character setup to work with Mecanim.
PBR textures.
-Albedo -AO -Metallic -Normal (all 4096-4096 size)
Tris: 8584 Verts: 4856
Normal map format – DirectX.
Prefab – 1.
This character is humanoid.
See image and Sketchfab for model preview.
Use it for your amazing games!
Please rate and comment my work.
agarkova.cg@gmail.com
Hope you like it!!!
Price $9.99
Glowing Runestone Pack by Gamertose
Pack Contains
-60 prefabs, one of each symbol for each rune style
-4 different styles of runes
-Each with 4 levels of LODs
-Adjustable Emissive channel to make the symbol any color you want!
-Poly count ranges from 184 to 1,742 on LOD 0
-Each LOD reduces the poly count by at least 40%
-PBR Textures designed for Unity's Standard Shader
-Textures are 1024x1024 for Runes 1, 2, and 4 while Rune 3 is 2048x2048
-Designed for Mobile Development
Price $6.99
Waypoint Indicators by Studio 11508
Documentation
Waypoint Indicators is a powerful tool that lets you add text and/or graphical indicators to any game object with a single script. Perfect for targeting objects, setting destination points, calling out pickup items, and much more! Over 100 custom-made icons included in your example scene to get you started. More than 20 options to tweak and combine for a unique looking indicator that will fit almost any project type. No messy scripts or complicated setup needed. All you need is a Canvas, a Camera and a Game Object to attach the script to. Detailed documentation included to get your waypoints looking awesome! Add HUD Waypoint Indicators to your project today!
Many Ways to Customize:
- On/Off screen indicators with adjustable formatting
- Distance scaling, auto-hide, & always on options
- Rotational pointing
- Distance text with customizable formatting
- Adjustable display range
Package Features:
- Compatible with Unity 2018.3.5 and up
- Performance tested
- 50+ icon examples included
- Clean, commented C# code
- TextMeshPro ready
- Example scene
- Detailed documentation
- First person controller
Games made with the Waypoint Indicator script:
Waypoint Island
Questions, suggestions, feedback?
Contact Me
Price $10.00
Compass and Clock - Complete Project by BG Studio
Contains:
- Source code.
- Interface resources.
- Sound effects.
The main scene file is located in the folder "\Assets\Compass and Clock\Scene\".
Supported platforms:
Tested on Android and iOS.
* The device must have magnetic sensor to use the compass.
* Keep the device away from metal objects to avoid false results. When the device is close to a metal object, the compass will point to the wrong direction. Then you need to calibrate the device by moving it in figure 8 pattern. You can re-calibrate it at any time to make sure the direction of the compass is right.
The button at the bottom of the screen can close/show the digital clock.
How to re-skin:
Just replace the texture files in the folder "\Assets\Compass and Clock\Textures\".
Price $9.99
Realistic Adapter by LYRAT
- Polygons are all quads or tris, no n-gons
- No overlapping UVs
- Model scaled to approximate real world size
- Model clean centered
- All textures and objects named appropriately
- No special plug-ins needed to use this product
-- TEXTURES --
- High Quality Textures made in Substance Painter:
- 2048x2048
- Textures made for Physically Based Rendering (PBR)
Scene in the pictures is not included
Price $7.00
Charger with Batteries by LYRAT
- Polygons are all quads or tris, no n-gons
- No overlapping UVs
- Model scaled to approximate real world size
- Model clean centered
- All textures and objects named appropriately
- No special plug-ins needed to use this product
- High Quality Textures made in Substance Painter:
- 2048x2048
- Textures made for Physically Based Rendering (PBR)
Price $8.99
