As mentioned, the Lava Flowing Shader has been released for free on Unity Asset Store!
As my knowledge about shader keeps growing slowly, I found that I can blend more than 2 layers of “UV”…..It is because the 2 texcoords limit only limits on input. Your FBX model can only have 2 UV channels but shader can make instances of the 2 UV texcoords and thus let you have more layers of texture blending. I will try to update the package later.
Another package Simple SeeThrough Shader has been released on Unity Asset Store also. Link: https://www.assetstore.unity3d.com/en/#!/content/33924
Continue reading “2 Unity Packages are already up”
“Color Tint” is an usual setting appeared in shaders, which normally doing the multiply effect to textures. Multiply makes everything darker, you cannot keep a part of texture to remain white, unless the shader lets you to have the alpha channel specifying which area would be affected.
Continue reading “Awkward, but a cheaper option instead of hue shift shader”
The idea came from https://www.youtube.com/watch?v=vuLf6yE406c which was sent from my colleague that using the “texture sheet animation” can let unity particle system uses an atlas as texture. That means a particle system with different “textures” can use 1 material thus 1 draw call.
Continue reading ““Multiple” particle textures with 1 draw call”