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Great asset, greater support
9 months ago
BenevolentBananaStudio基于版本2.2
It's an easy way to make your game stand out. I encountered some performance issues, so I went to discord. Within 30 minutes the dev fixed the issue and an hour or so after that the fix was live in the asset store. Really awesome!
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来自发布商的回复:
回复时间 3 months ago
Hi,
Thanks a lot for the great review, it is very appreciated :)
Also thanks for bringing up the performance issue, which made the asset better.
Best,
Nasos (ARTnGAME)
最初にいくつかのセットアップをこなしてしまえば、後はノンスクリプトで自動で動作します。
Discordでサポートも受け付けており、とても真摯に対応してくれました。
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1
来自发布商的回复:
回复时间 9 months ago
Hi,
Thank you for the review and feedback, please for support requests use my Discord or email support channels and can check on all issues asap.
Discord: https://discord.gg/X6fX6J5
I did a test in Forward+ and seem to work directly, i only changed to Forward+ in Unity 6 in the sample pipeline renderer and used the URP Native demo
https://imgur.com/3j3fUHv
Let me know if see the same for this demo and pipeline i used above and can check further.
Do you use DX11 also ? DX12 may have issues with RenderGraph in general, as is all a big Beta from Unity side. Let me know if using DX12 also.
About smdef file, this is not needed in general, if setup the Post stack like below photo should not see any error, i have this in the project and seem to work ok with everything installed.
https://imgur.com/edFGGA4
Let me know what errors you see specifically and can also check further. Also if see the same after install the Post Processing Stack.
I don't get any of the mentioned issues in my project, so will need to investigate more on those.
Thanks
Best,
Nasos
T
Very nice gd job
a year ago
TripleScience基于上一个版本 1.7
Tried basically all the assets to get nice sunshafts. I will admit they are all nice in their own way. Aura2 has really nice scattering and distance fog warmth. Kronnects fog and mist is really good if you need to fog up the entire scene as well as shafts. But this beautiful asset achieved exactly what I wanted that the others had trouble with. Which is the isolation of shafts without relying on fog. Honestly amazing accomplishment. I wish there was maybe some stencilling functionality integrated into the shader to restrict the shafts to only generate from the sun because sometimes the brightest thing in my scene might be the reflection in my ocean or whatever. I will note that I also had to change the shader to rely on the sun's direction rather than some of the code to do with position but other than those gripes it's perfect.
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来自发布商的回复:
回复时间 a year ago
Hi,
Thanks a lot for the great review, it is very appreciated.
The effect in the asset has a few options for various cases and focuses on screen space shafts and maximum performance.
If also would like later to have fully volumetric effect (e.g. light volumes even when the sun or light sources are not in camera view) can also check the latest Ethereal 2024 system that in the latest update has isolation of the lights to the fog, so can have volumetric lights without a fog present. I link to few videos showcasing the effect.
https://www.youtube.com/watch?v=ldZ-g6BUDuo
https://www.youtube.com/watch?v=Iq-CnH5A1mw
https://www.youtube.com/watch?v=FHUFFv1Hs0o
Ethereal 2024 link for more information and videos:
https://assetstore.unity.com/packages/tools/particles-effects/ethereal-urp-2024-volumetric-lighting-fog-274279
Best,
Nasos
h
Nothing less than what you see!
4 years ago
hacker3220基于上一个版本 1.4a
Absolutely stunning visually.
Great Support 10/10 Friendly/Quick/Helpful
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2
1
来自发布商的回复:
回复时间 4 years ago
EDIT:
Hi,
I tested the system using the Post Processing stack version that is meant for mobile and works ok, probably you have used the desktop URP native version that is not mobile compatible and is a bonus version that was added for desktop use when the URP native effects are needed.
Make sure to use a Forward Renderer in the pipeline that has not the URP native image effect, and assign that to the camera, perhaps that is what creates the issue. For the Post Processing Stack version need only the three scripts on camera (Post Effects Layer, Post Effects volume with the Sun Shafts HDRP effect, which is also for any pipeline and the control script).
Images for reference below:
Enable post processing in camera and add PP STACK layer and effects
https://i.imgur.com/bSCnBqJ.jpg
Reference sun to the Sun Shafts Post processing Stack version control script
https://i.imgur.com/8GcKjhi.png
Assign renderer to camera without the URP native Sun Shafts renderer feature and enable Post Process stack (and not Integrated) image effects in Pipeline
https://i.imgur.com/7Mjzchz.jpg
https://i.imgur.com/mobTwPf.jpg
PP Stack Sun shafts install instructions
https://i.imgur.com/SdXShml.jpg
Also let me know if need more details on the URP side of the setup, as URP is generally much more complex to handle than Standard Pipeline.
Best,
Nasos
-------------------------
Hi,
Please contact me in my support channels to discuss on the issue. There is a lot of variables to the setup of the effect and the two versions, for PP Stack and URP native, so I would need to understand which is used to see how to help with the issue.
Thanks a lot in advance for contacting me in my support channels for the above required support ticket. Note that the reviews section is not meant for support of the assets.
ARTnGAME Asset Support channels:
Discord: https://discord.gg/X6fX6J5
Email: artengames@gmail.com
Thanks.
Best,
Nasos (ARTnGAME)
来自发布商的回复:
回复时间 4 years ago
Hi,
Please let me know in my support email artengames@gmail.com or Discord (https://discord.gg/X6fX6J5) for any help and support with the system, i can also help with provide urp native version indeed.
Best,
Nasos
Been looking for an asset like this for some time now and yeah the developer is prompt helpful and done a fine job with this asset! went on and bought infinitClouds and SkyMaseterUltimate. Great set of assets and saves a heap of time
Highly recommend!
Edit: I am totally in love with how this just brings magic to the scene. Just want to sit back and look at the scenes created!
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2
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来自发布商的回复:
回复时间 6 years ago
Hi,
thanks for the kind comnents, i hope you enjoy all the systems. A lot of new things are also on the way for Sky Master ULTIMATE users including a new cutting ocean system and more URP modules and cloud system possibilities.
n
elegant and simple post processing plug-in for light shafts
7 years ago
neptoonism基于上一个版本 1.0
What's really great about this light-scattering effect is that you simply add it to your post processing stack - so it's right there along your other effects giving you the same interface in the same spot for tweaking. There's enough variables to modify to give you full control over the rays - and the effect can add a lot of beauty to a scene.
It does work on mobile - I contacted ARTnGAME about a build issue on Android and it was resolved immediately - awesome support!
You want this if you're looking for a simple post processing component to achieve this effect in a way that fits simply into the rest of unity's tools.
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来自发布商的回复:
回复时间 6 years ago
Hi,
Thanks a lot for the great review. I have recently finished also a version for the URP platform new to Unity 2019.3, this works by assigning a custom forward renderer to the pipeline, as in the latest LWRP samples Unity provides and will be released as new option to the system soon.
Best,
Nasos
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