Stylized Textures - Pack Vol 26 by Yoge
109 seamless textures
2048x2048
- Color
- Normal
- AO
- Height
- Mask
Save 50% with this pack
This pack contains:
• Stylized Textures - Vol 251 - Grass
• Stylized Textures - Vol 252 - Rocks
• Stylized Textures - Vol 253 - Rocks
• Stylized Textures - Vol 254 - Lava
• Stylized Textures - Vol 255 - Roots
• Stylized Textures - Vol 256 - Roots
• Stylized Textures - Vol 257 - Cobblestone
• Stylized Textures - Vol 258 - Cobblestone
• Stylized Textures - Vol 259 - Cobblestone
• Stylized Textures - Vol 260 - Desert
Price $29.99
Meteor Effects URP by Esti
Render Pipeline: URP (Universal Render Pipeline)
Minimum Unity Version: 2022.3 LTS or higher
Assets:
- Number of VFX / Prefabs: 7
- Custom Shaders: 3 (Meteora Lit, ParticleAdditiveHDR, ZWrite Utility)
- Number of Scripts: 3 (MeteorController, ProjectileMove, CameraShaker)
- Number of Textures: 8
- Texture Resolutions: 512x512, 1000x1000, 1024x1024
Enhance your game's combat or environmental hazards with Meteor Effects URP. This package delivers high-quality, game-ready meteor projectiles that crash into your scene with explosive force.
Key Features:
- Highly Modular: Easily detach flight logic, trail particle systems, or impact craters to use in your own custom spells.
- Dynamic Shaders: Features custom Shader Graph materials, including a dynamic Voronoi-based lava shader that cools and glows realistically, and an optimized Additive HDR shader for intense fire effects.
- Smart Collision & Game Feel: Includes C# scripts that automatically align impact craters to surface normals, gracefully detach and fade trails upon impact, and trigger camera shakes for maximum impact feel.
- VR & Mobile Ready: Extremely well-optimized shaders and particle counts ensure smooth performance on standalone VR headsets (such as Meta Quest) and mobile devices.
- URP Ready: Built and optimized specifically for the Universal Render Pipeline.
Price $4.99
Smart VAT by Against All Bugs
Smart VAT Tool converts 3D animations to Vextex Animation Textures.
It allows easy user customization such as changing the naming convention and default settings all from a scriptable object.
It includes example assets and basic VAT shaders. Feel free to use them as a base for your own.
Smart VAT is a tool for converting 3D FBX and Alembic animations into VAT animations without the need of a 3D editing software.
Smart VAT saves texture space by excluding vertices that don't move. Increase the "No Move Tolerance" to optimize further by excluding vertices that only ever move slightly.
Smart VAT also detects if overlapping vertices exist. If 2 or more vertices are always within the "Same Pos Tolerance" from each other during every frame of the animation, Smart VAT generates texture Data only once and assigns it to all matches, once again saving on texture space.
Smart VAT can bake multiple meshes into a single one. Ideal for characters that have split parts. The object must be setup to use a single material, so no overlapping UVs.
Required Packages:
Alembic
Shadergraph
Timeline
Animation
ParticleSystem
Price $15.00
Control Flow Pack – Extension Pack for BTGraph (Free) by TheCoderGuy
Package Type
Extension Pack for BTGraph (Behavior Tree framework for Unity)
Editor-only registration hook integration.
No runtime reflection.
No dependency on BTGraph Pro.
Included Node Types
Composite Nodes
- Random Selector
- Weighted Random Selector
- Shuffle Sequence
Decorator Nodes
- Repeat (X Times)
- Repeat Until Success
- Repeat Until Failure
- Cooldown
- Timeout
- Delay
Execution Semantics
All nodes follow BTGraph lifecycle conventions:
- Proper Enter / Tick / Reset handling
- Stable child selection during Running state
- Per-instance state storage via NodeStateStore
- Multi-agent safe execution
- No mutable static runtime state
Deterministic Random Support
Weighted and uniform random nodes support deterministic execution when a Seed Key (Blackboard int) is provided.
- No global RNG state
- Instance-isolated random streams
- Predictable behavior for debugging and replay systems
Timeout & Timing Behavior
- Timeout only overrides children that are still Running
- No premature failure before child tick
- Delay and Cooldown handle edge cases (<= 0 values) safely
- Timing based on Unity time system (Time.time)
Performance Characteristics
- O(1) tick cost for decorators
- O(n) selection cost on Enter for weighted and shuffle nodes
- No per-tick allocations
- Cached buffers for weight and shuffle arrays
- No LINQ usage in runtime paths
Designed for scalability across multiple AI agents.
Editor Integration
- Registered via BTGraph public editor registry
- No assembly scanning
- No core source modifications required
- Deterministic search ordering (Group → Order → Title)
- Runtime and Editor separated via asmdef assemblies
Folder Structure
Assets/BTGraphControlFlowFree/
- Runtime/
- Editor/
- Demo/
- Documentation/
Fully self-contained and removable without affecting BTGraph core.
Assembly Definitions
- BTGraph.ControlFlow.Runtime
- BTGraph.ControlFlow.Editor
Explicit dependency references to BTGraph base runtime and editor assemblies.
Compatibility
- Unity 2021+ (recommended)
- Compatible with BTGraph base package
- Compatible with other BTGraph extension packs
- Does not require BTGraph Pro
Demo Scene
Includes a minimal showcase demonstrating:
- Weighted selection
- Cooldown constraints
- Shuffle execution
- Timeout behavior
No console spam. No Pro dependency.
Use Cases
- Enemy AI
- NPC logic
- Strategy / RTS AI
- Simulation systems
- Modular AI frameworks
- Decision-making layers
- Utility AI branch gating
Upgrade your Behavior Trees with advanced control flow and randomization nodes built specifically for BTGraph.
This free extension pack adds essential AI building blocks such as weighted random selection, shuffle sequences, cooldown decorators, repeat policies, delay, and timeout control — all designed for clean, modular, production-ready AI systems in Unity.
If you are building enemy AI, NPC logic, decision systems, or gameplay behaviors using Behavior Trees, this pack gives you the missing control structures needed to create dynamic, non-repetitive, and professional behavior logic.
What This Pack Adds
Randomization Nodes
- Random Selector
- Weighted Random Selector
- Shuffle Sequence
Create non-deterministic and natural AI behaviors with proper per-instance memory and optional deterministic seeding.
Control Flow Decorators
- Repeat (X Times)
- Repeat Until Success
- Repeat Until Failure
Control execution loops safely and predictably.
Time-Based Decorators
- Cooldown
- Timeout
- Delay
Add timing constraints to your Behavior Tree branches without custom scripting.
Designed for Professional AI Architecture
- No gameplay-system coupling (no animation, audio, or VFX dependencies)
- Fully modular extension for BTGraph
- Multi-agent safe runtime behavior
- No static mutable state
- Deterministic random option via seed key
- Zero runtime reflection
- Clean editor registration via BTGraph public hook
- Runtime and editor assemblies properly separated
This pack focuses purely on Behavior Tree control logic, making it suitable for:
- Enemy AI
- NPC decision systems
- Utility AI integrations
- Strategy or simulation games
- Large-scale AI systems
- Modular AI frameworks
Why Use This Pack?
Many minimal Behavior Tree implementations lack advanced control structures like weighted selection or proper timeout handling.
This pack fills that gap with:
- Production-grade execution semantics
- Stable selection during running states
- Proper lifecycle handling (Enter / Tick / Reset)
- Predictable timeout behavior
- Clean integration with BTGraph editor
Included Demo Scene
A lightweight demo scene is included to showcase:
- Weighted random branch selection
- Cooldown constraints
- Shuffle execution order
- Timeout handling
The demo is minimal and focused on logic clarity.
Requirements
Requires BTGraph (base package).
No BTGraph Pro required.
Perfect Companion To
- Utility AI Pack for BTGraph
- Perception Pack for BTGraph
- Tactics Pack for BTGraph
Price $0.00
Maths Engine by Arijeet Baruah
Uses Editor code and abstact classes to implement a easy to use maths configuration code
MathsEngine is a modular, node-based math evaluation system for Unity. Define any mathematical formula as a reusable ScriptableObject graph and evaluate it at runtime with a single line of code — no hardcoded logic, no formula spaghetti in your MonoBehaviours.
Whether you're building RPG damage calculations, AI scoring, procedural generation curves, or physics rules, MathsEngine keeps your math clean, inspectable, and entirely designer-friendly.
☄️ HIGHLIGHTS ☄️
– Node-Based Formula Graphs – ScriptableObject-Driven – Runtime Parameter Support – Live Equation Preview – Arithmetic, Trig, Utility & Random Nodes – AnimationCurve Integration – Unity Time Nodes – Fully Extensible Custom Nodes – Package Manager (UPM) Ready
• Node-Based Formula Graphs: Build complex expressions by composing small, reusable nodes into a tree. Nodes reference other nodes as inputs, and the graph evaluates from root to leaf to produce a single float result.
• ScriptableObject-Driven: Formulas are stored as MathFormula assets in your project. Tweak values directly in the Inspector without touching code — ideal for designers and non-programmers.
• Runtime Parameter Support: Pass dynamic values — player stats, enemy attributes, game state — into any formula at runtime using a simple variadic API: float result = formula.Calculate(playerAttack, enemyDefense);
• Live Equation Preview: Every formula auto-generates a human-readable equation string via ToEquation(), displayed directly in the Inspector for instant debugging and validation. e.g. (5 + 3) * 2 = 16
• Rich Built-In Node Library:
- Arithmetic: Add, Subtract, Multiply, Divide, Modulo, Power, Absolute, Negate
- Trigonometry: Sin, Cos, Tan, Atan2, Deg2Rad, Rad2Deg
- Utility: Min, Max, Clamp, Lerp, InverseLerp, SmoothStep, MoveTowards, PingPong
- Animation: AnimationCurve evaluation from any node value
- Time: Time, DeltaTime, FixedDeltaTime
- Constants: ConstantNode
- Random: UnityRange, XorShift32 RNG
• Fully Extensible: Create custom nodes by subclassing BaseMathNode and implementing Calculate() and ToEquation(). Custom nodes integrate into any MathFormula graph with no additional setup.
• UPM Ready: Installed directly via Unity Package Manager using a Git URL — no .unitypackage import required.
☄️ REQUIREMENTS ☄️
Unity Version: Compatible with Unity Package Manager (UPM). Minimum tested version not yet officially specified — verify against your project's Unity version before installing.
Dependencies: No third-party package dependencies. Relies solely on built-in UnityEngine APIs (Mathf, AnimationCurve, Time, Random).
Scripting Backend: Compatible with both Mono and IL2CPP.
Render Pipeline: No render pipeline dependency. This is a pure runtime/logic package — compatible with Built-in, URP, and HDRP.
Platform Support: No platform-specific restrictions. Pure C# runtime logic runs on all Unity-supported platforms.
☄️ INSTALLATION ☄️
- Open Window → Package Manager
- Click + → Add package from git URL
- Enter: https://github.com/arijeetbaruah/Maths-Engine.git?path=Packages/com.arijeet.mathsengine/MathsEngine
📖 Documentation: https://arijeetbaruah.github.io/Maths-Engine/
Price $0.00
Tutorial Spotlight by Den4ik
- Unity: 2019.4 or newer
- Render pipeline: Built-in (UI)
- Platforms: Windows, macOS, Linux, WebGL, Android, iOS
- Shader: UI/Tutorial Spotlight, single pass, no textures, target 2.0, optimized for mobile and Web
- Scripts: C# (TutorialSpotlightSetting, TutorialSpotlightManager, TutorialSpotlightImage)
- Dependencies: Standard Unity UI only (Canvas, Image, RectTransform)
Key features of your package
Fullscreen dark overlay with a rectangular “hole” around the selected button or UI element
Soft hole edges and configurable overlay color and opacity
Clicks in the hole reach the button; the rest of the screen blocks input
Optional “tap here” finger graphic with offset and its own pulsation
Separate pulsation for hole and finger (speed and intensity each)
Turn overlay on/off in the inspector or from code
TutorialSpotlightManager: assign overlay once, then call ShowSpotlight(button), HideSpotlight() from UI or code
Editor preview without Play mode
Material is only used when the Tutorial Spotlight shader is assigned (does not affect UI/Default)
Shader optimized for mobile and WebGL (no textures, single pass)
Includes: shader, 3 scripts, example material and scene, README (EN/RU)
**Tutorial Spotlight** is a ready-to-use UI solution for tutorials and onboarding. It draws a fullscreen dark overlay with a rectangular “hole” around the button or UI element you choose. Only the hole is clickable; the rest of the screen is dimmed and blocks input. Optional finger / “tap here” graphic with its own pulsation. Control everything from the inspector or via **TutorialSpotlightManager** (ShowSpotlight, HideSpotlight, SetSpotlightTarget). Works in the editor without Play mode. Shader is optimized for mobile and WebGL (no textures, single pass, target 2.0).
Price $4.99
Utility AI Pack – Extension Pack for BTGraph by TheCoderGuy
Package Type
BTGraph extension module (requires BTGraph)
Unity Version
Built and tested with Unity 6.0 LTS and newer
Compatible with later LTS versions
Core Architecture
- Native Utility Selector node integrated into BTGraph
- Score-based child selection system
- Deterministic evaluation order by default
- Continuous reevaluation support
- Safe branch switching during runtime execution
- No reflection dependency for core functionality
- Reflection-based enhancements only when BTGraph Pro is present
Scoring System
- Modular score source architecture
- Plug-and-play score modifiers
- Curve-based score evaluation
- Weight multipliers
- Clamp and threshold support
- Composable score pipeline
- Extensible base classes for custom score implementations
Debugging & Visualization
- Live runtime score overlay
- Winner and candidate score display
- Score breakdown visualization
- Utility Score Inspector editor window
- Score history sparklines
- Lightweight opt-in recording system
- Low-overhead design suitable for runtime builds
Performance
- Minimal runtime allocations
- Clean modular C# architecture
- No per-frame garbage generation in core evaluation
- Suitable for multiple agents
- Designed for production scalability
Included Content
- Example Utility AI scenario (Attack / Flee / Heal / Celebrate)
- Sample scene
- Sample BTGraph tree asset
- Helper generator utilities
- Editor tools for score inspection
Dependencies
- Requires BTGraph
- BTGraph Pro optional (enhanced debugging integration)
Bring intelligent, score-driven decision-making to your BTGraph Behavior Trees with a fully integrated Utility AI system designed for production use.
The Utility AI Pack adds a native Utility Selector node to BTGraph, enabling smart action selection based on dynamic scoring. Instead of rigid priority order, actions compete using composable score sources, curves, weights, clamps, and thresholds — resulting in responsive, adaptive AI behavior.
This is not a bolt-on framework. It follows BTGraph’s naming conventions, patterns, and authoring workflow to feel like a natural extension of the core system.
Smart Score-Based Decisions
- Add Utility AI to existing BTGraph trees
- Native-feeling Utility Selector node
- Composable scoring with plug-and-play score sources and modifiers
- Fine-tune behavior using curves, weights, clamps, and thresholds
- Continuous reevaluation for real-time adaptive AI
- Safe branch switching while actions are running
Rich Runtime Visualization (No Pro Required)
The Utility AI Pack includes powerful debugging tools out of the box:
- Live runtime score overlay (winner, candidates, breakdown)
- Utility Score Inspector editor window
- Live score values with history sparklines
- Lightweight opt-in recording with low overhead
- Deterministic scoring by default
Designed for tuning, iteration, and showcasing AI behavior without performance penalties.
Optional BTGraph Pro Integration
When BTGraph Pro is installed, the Utility AI Pack integrates seamlessly via reflection-based enhancements:
- Utility score panel inside the BTGraph Pro workflow
- Jump to winning child node for faster iteration
- Enhanced debugging experience
BTGraph Pro is fully optional and not required.
Production-Friendly Design
- Minimal allocations
- Clean, modular runtime architecture
- Deterministic scoring behavior
- No debugger feature duplication
- BTGraph-style authoring workflow
Built for real projects — not just demos.
Included Sample Content
- Complete example Utility AI scenario (Attack / Flee / Heal / Celebrate)
- Sample scene
- Sample BTGraph tree asset
- Helper generators for quick setup
Perfect for learning, tuning, and demonstrating Utility AI systems in action.
Price $29.99
Legend of Faune by Ansimuz
- Grid/Tiles: 16x16 pixel tiles.
- Environment: Animated water tiles and environmental props.
- Dimensions: Character ~32x32 px | Tileset 16x16 px.
- Format: Sprites with transparency, game-ready.
Pixel art asset kit specifically designed for Zelda-like top-down adventure games.
Main Features
- Characters: 1 fully animated female protagonist.
- Faune Anims (11): Walk (Up, Side, Down), Walk with Lift (Up, Side, Front), Run (Up, Side, Down), Push, and Faint.
- Environment: Beach tileset with animated water and wind-swung trees.
- Extras: High-quality character portrait for UI/dialogue.
Price $4.99
Blaster Joe Asset Pack by Ansimuz
- Grid/Tiles: 16x16 pixel tiles.
- Environment: Multi-layered parallax background
- Environment Dimensions: ~521 (looped) x 192 px
- Dimensions: Character (28x28 px Hero Scale) | Environment (Seamless loop).
- Format: Sprites with transparency, game-ready.
A complete pixel art character and environment kit for retro-style 2D action platformers.
Main Features
- Characters: 1 fully animated action hero (Blaster Joe).
- Blaster Joe Anims (18): Run, Idle, Shoot, Jump, Fall, Crouch, Run Shot, Roll, Throw, Spin (Front), Hurt, Slide, Ladder Climb, Hang, Victory, Ladder Shoot, Dash, and Crouch Shoot.
- Environment: Urban city scene with modular tileset for structures.
Price $15.00
Gothicvania Wild West Pack by Ansimuz
- Grid/Tiles: 16x16 pixel tiles.
- Environment: Multi-layered seamless parallax background.
- Dimensions: Characters (~32x49 pixel size) | Environment (Seamless loop).
- Format: Sprites with transparency, game-ready.
Complete Western-themed collection featuring undead characters and a seamless desert environment.
Main Features:
- Characters: 3 unique animated figures (Cowboy Ghoul, Skeleton, Vulture).
- Cowboy Ghoul Anims (2): Idle, Shooting.
- Walking Skeleton Anims (1): Walk.
- Flying Vulture Anims (1): Fly.
- Environment: Layered desert background designed for seamless parallax effects.
Price $9.99
Gothicvania Rocky Pass Environment by Ansimuz
- 412px (looped) x 240px background dimensions, 16x16 pixel tiles, and game-ready optimization.
Rocky Pass: Sci-Fi Environment
Out-of-this-world Sci-Fi pixel art environment for 2D platform action/adventure games.
- Main Features: Authentic sci-fi aesthetic, seamless parallax depth, and integrated synthwave audio.
- Pack Content: 3 seamless looped parallax background layers, 16x16 ground tileset, and 4 unique props (~32x32 px).
Price $5.99
Mega Bot by Ansimuz
- Grid/Tiles: 16x16 pixel tiles.
- Environment: Multi-layered parallax backgrounds.
- Dimensions: Environments 300px (loopable) x 240px.
- Dimensions for Player: 28x28px.
- Dimensions for bosses 175x175 to 192x192 px.
- Format: Sprites with transparency, game-ready.
Main Features:
- Characters: Player character, Flying Enemy, and 2 Massive Bosses.
- Player Anims (5): Run, Run while shooting, Idle, Shoot, Jump.
- Bosses: Dragon Boss and Smashing Mech Boss.
- Environments: 6 distinct areas (Bay, Forest, Pipes, Base, Lava, City).
- VFX & Audio: Integrated FX and 4 music tracks (MP3, OGG formats).
Price $15.00
Sewers Action Pack by Ansimuz
- Environment: 3-layer parallax background.
- Dimensions: Characters ~32x48px | Environment 926px (loopable) x 240px.
- Tileset at 16x16 px cell
- Format: Sprites with transparency, game-ready optimization.
Main Features:
- Characters: 2 fully animated figures (Player & Soldier Enemy).
- Player Animations (6): Idle, Run, Shoot, Jump, Crouch, Hurt.
- Enemy Animations (6): Idle, Walk, Crouch, Bomb Throw, Jump out of water, Hurt.
- Environment with ground tileset and animated water
- VFX & Audio: Bullets, hits, animated water, SFX, and music track.
Price $6.00
SlotFramework - Slot Machine Engine by NeonNestSlotsStudio
REQUIREMENTS
- Unity 2021.3 LTS or newer
- UniTask 2.3.0+ (free, via Package Manager)
- TextMeshPro (included with Unity)
FEATURES
- Data-driven design with ScriptableObjects
- 8-state machine architecture
- Event-based communication
- Free Spins with retrigger
- Wild, Wild2X, Wild3X symbols
- Anticipation system
- RTP Simulator editor tool
- 3 RNG algorithms
- Server-ready with IResultProvider interface
- Full audio system with pooling
- Multi-game lobby included
- 2 complete demo games
DOCUMENTATION
- 34-page PDF manual
- Quick start guide
- Full API reference
- Troubleshooting section
SlotFramework is a complete slot machine engine built by a developer with 8 years of professional experience in the social casino industry.
Everything is configured through ScriptableObjects — symbols, paylines, bets, physics, audio — no code changes needed to create new slot games.
WHAT'S INCLUDED
Two fully playable demo games with complete configurations, lobby system, and all source code.
ARCHITECTURE
- State Machine with 8 defined states for predictable game flow
- Event Bus system for fully decoupled components
- Interface abstractions (IResultProvider, IPersistenceService) for easy server integration
- Object pooling to minimize garbage collection
- Built on UniTask for smooth async operations
FEATURES
- Configurable grid size (3-10 columns, 3-7 rows)
- Unlimited paylines with visual editor
- Wild symbols with multipliers (Wild, Wild2X, Wild3X)
- Free Spins with retrigger support
- Anticipation system for dramatic reel stops
- Multiple spin modes (Normal, Turbo, Quick)
- Auto-spin functionality
- Win streak detection and celebration splashes
- Big Win / Mega Win / Ultra Win presentations
TOOLS
- RTP Simulator — Run millions of spins to validate your math
- Visual Payline Editor — Draw paylines by clicking cells
- 3 RNG providers (Unity, System.Random, Mersenne Twister)
AUDIO
- Pooled sound effects system
- Music with crossfade support
- Automatic event binding
- Persistent volume settings
SUPPORT
Full 34-page documentation with code examples, troubleshooting guide, and API reference. I respond to questions within 24 hours.
Price $59.00
Stylized Farm Crops - Ultimate Low Poly Asset Pack by NewLua Studios
Number of Assets: 77 unique props
Textures: 2048x2048 (One Gradient Texture).
Materials: 1 Gradient Material
Performance: Optimized topology for PC, VR and Mobile.
Total Polygon Count: 22k triangles (all 77 props).
Colliders: Yes
LOD: No
Rigging: No
Animations: No
🌾 Stylized Farm Crops: Ultimate 5-Stage Growth System
60+ Models | Ultra-Lightweight | Gradient Style | Mobile & VR Ready
Elevate your game with the most complete and optimized stylized farming solution. This pack features 12 different crops, each meticulously designed with a 5-stage growth cycle.
📦 What’s Inside? (Total of 60 Crop Assets)
A massive variety of 12 essential crops to cover every biome and farm type:
- Fruits & Tropical: 🍍 Pineapple, 🍓 Strawberry, 🍇 Grape.
- Vegetables & Greens: 🍅 Tomato, 🥬 Lettuce, 🧄 Garlic, 🥕 Carrot, 🥔 Potato, 🌶️ Pepper, 🍠 Beetroot.
- Grains & Giants: 🌽 Corn, 🎃 Pumpkin.
- Modular Environment: * 3 Different Plowed Soil Plots: Dry, Moist, and Fertile textures.
Grid-friendly design for easy tiling and placement.
🌱 The 5-Stage Evolution
Stop using static models. Every crop in this collection includes 5 distinct meshes to bring your farming mechanics to life:
- Seedling: The delicate first sprout.
- Vegetative: Strong leaf development and plant structure.
- Flowering: Blossoms appearing, signaling the fruit is near.
- Ripening: Fruits/vegetables take shape with vibrant color transitions.
- Harvestable: The final, lush stage ready for player interaction.
If you enjoy the pack, please leave a review! It helps me create more content for the community.
Screenshots and video from HDRP.
Price $4.99
Retro Scanline Post-processing by Inside GPU
- Effect stack: CRT and scanlines, pixelation, color depth, noise, chromatic aberration, jitter and pattern masks including grid, checkerboard, halftone, and subpixel RGB mask.
- Performance: Lightweight full‑screen passes with quality controls for intensity and resolution. Designed for real‑time.
- Runtime control: All parameters are accessible at editor and runtime through inspector and simple scripting API.
- Limitations: Not compatible with HDRP.
Retro Scanline Post-Processing is a Complete Retro Aesthetic Toolkit for Scanlines, Pixel Filters, CRT Effects, Retro Arcade Screens & More.
It's a powerful and flexible post-processing toolkit designed to recreate the unique charm of old-school displays and classic visual styles. Whether you are building a retro-themed game, stylized interface, or immersive digital environment, this plugin gives you full control over a wide variety of retro-inspired effects with real-time performance and modular customization.
With a simple setup and artist-friendly interface, you can instantly apply nostalgic screen styles ranging from CRT warping and pixel artifacts to grid overlays and retro filter patterns.
✅ Features
- Modular system for combining multiple retro effects
- Realistic CRT-style curvature and analog-style imperfections
- Customizable pixelation, scanlines, distortion, and noise
- Filter pattern overlays including grids, checkerboards, asterisk and subpixel masks etc
- Dynamic color processing for simplified palettes or monochrome visuals
- Lightweight and optimized for interactive use
- Artist-friendly interface with visual presets and real-time preview
- All parameters are configurable in the editor inspector or via scripts for full control at design and runtime.
📦 Included in the Package
- Complete post-processing filter system
- Full documentation and usage guide
- Multiple demo scenes with real-time presets
✨ Why Choose Retro Scanline Post-Processing
- Covers a broad range of retro display effects in one toolkit
- No shader expertise required to get started
- Ideal for visual designers, indie developers and retro game creators
- Built with performance and cross-platform support in mind
- Artist-ready editor interface
- All features ready to use
⚠️ Note: Sample scenes are included only to demonstrate the effects. 3D models, textures, and other assets shown in promo materials are not part of this package in order to reduce file size and because they are not relevant to the core purpose of this plugin.
Price $12.00
AGS - Automatic Graphics Settings by AtionStudios
Non-Invasive Architecture: The AutoConfigManager is automatically injected at runtime. Use the ACVolume and ACCamera marker components to safely identify your existing post-processing setup without rewriting your rendering logic.
Smart Auto-Sync: When a player or the system changes the Quality Tier, every UI element (Dropdowns, Sliders, Toggles) updates globally to reflect the new values, no feedback loops.
Advanced Parameter Map: Built-in support for 40+ parameters including Render Scale, DLSS/FSR Upscaling, Shadow Cascades, and Texture Streaming.
Granular HDRP Ray Tracing: Don't just turn Ray Tracing on or off. Control RT Global Illumination, Reflections, and Shadows via 3 distinct performance modes (Off / Performance / Quality).
Hardware-Aware: Automatically evaluates your hardware at first launch to provide the best "Out-of-the-Box" experience for your players.
Transform your game’s settings from "Standard" to "Professional" in minutes, not weeks.
Automatic Graphics Settings (AGS) is an advanced performance and settings integration tool for developers who need a high-end graphics menu without the headache of manual coding. Whether you are starting a new project or optimizing a game that is already finished and ready to ship, AGS is designed to be injected into your workflow with minimal friction and maximum control.
Stop building menus from scratch and fighting with pipeline APIs. Automatic Graphics Settings handles the complex "under-the-hood" engine calls, mutual exclusions, and UI synchronization so you can focus on what matters: your gameplay.
Why Choose AGS?
- The 5-Minute Setup Wizard: We don't believe in "magic drops", but we believe in fast workflows. Our guided 5-step Setup Wizard evaluates your project and generates 3 or 5 quality tiers (Ultra to Low) instantly.
- Visual UI Binding (Zero-Code): Forget manual event linking via code. Use our UI Binding Configurator to visually connect your existing Canvas elements to 40+ engine parameters, or simply use the AC_ naming convention for a rapid setup.
- Dynamic Performance Mode (Auto-FPS): Never let your game stutter again. Our real-time FPS monitor watches CPU/GPU frame timings and automatically scales quality tiers up or down to maintain your target framerate.
- Project-Level Optimizations: Go beyond the settings menu. Our built-in audit panel allows you to apply 12+ engine-level fixes with one click, including SRP Batcher, Texture Streaming budgets, and Shader Variant Stripping.
- Unity 6 & UI Toolkit Ready: Fully compatible with the new era of Unity. Supports both standard uGUI (Canvas) and the new UI Toolkit (UIDocument) seamlessly.
Price $45.00
Stylized Crystal Axe - 5 Variant with Shader by Millith
Number of Unique Meshes: 1 Mesh
UV mapping: Yes
Number of Prefabs: 5 Prefabs
Poly Count: 3,995 quads (7,089 triangles)
Collision: No
Number of LODs: None
Number of Materials:
-5 Base Materials ,
-5 Custom Materials from a custom Shader Graph
Number of Textures: 12 Textures
Texture Resolutions: 1K
Supported Development Platforms:
-Windows: Yes
-Mac: Yes
Additional Notes:
In order to use the Custom Shaders,you must import "Shader Graph" package from Unity.
A stylized fantasy crystal axe, available in 5 color variants with custom shader:
-Ocean Blue
-Light Blue
-Red
-Green
-Purple
Low poly and game-ready at 3,995 quads (7,089 triangles).
Clean topology, UV unwrapped, and fully textured.
What's included:
-Blender source file (.blend)
-FBX export
-Unity Texture Set (1K ; Built-in 3D Core / URP)
-PBR Texture Set (4K)
-Unity package with a prefab for each color variant, fully set up and ready to use
Price $5.99
Titan_monster by May3D
Number of textures: 11
Texture dimensions: eyes 1024x1024, body 4096x4096
Polygon count of [Titan monster]
- tris: 16453
- verts: 10088
Number of meshes/prefabs: 1/3
Rigging: Yes
Animation count: 8
Animation type list: idle1, idle2, attack1, attack2, run, jump, gethit, death
UV mapping: Yes
Titan_monster
Rigged.Animated. Lowpoly
- tris: 16453
- verts: 10088
- 3 unique skins
- Animation (8): idle (2x), run, jump, gethit, attack(2x), death
- PBR textures: eyes-1024x1024, body-4096x4096
Price $30.00