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t
Great Power, Dated UX
a month ago
timurproko이전 버전 1.9.8.1
I’ve been using Amplify for a while, and overall I’m really impressed with the power and flexibility of the tool. The node system is mature, performant, and lets me build complex shaders far faster than writing everything by hand. For production work it’s still one of the strongest solutions in the Unity ecosystem.
That said, the one thing that consistently holds the experience back is the custom UX. It works, but it doesn’t feel aligned with modern Unity UI/UX conventions, and switching between Amplify and Unity’s native tools can feel a bit disjointed.
I genuinely believe that if Amplify considered porting the editor to Unity’s newer Graph Toolkit UI stack, the experience would instantly feel “native” — just like how Odin Inspector became the de-facto standard for Inspector extensions once it embraced Unity’s design language.
With the power Amplify already has, combined with a modern Unity-native UI, it would become an absolutely invaluable tool for years to come.
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g
Undo Feature is "unstable"
2 months ago
guilhermeqb이전 버전 1.9.9.4
I really like this editor but there is a massive issue for me, we are in 2025, this is one of the biggest assets on the store and the crtl+z is marked as unstable and disabled by default.
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4
0
I like it. But when I work with shaders written not in Amplify Editor, an error occurs IndexOutOfRangeException. Amplify Editor apparently tries to process shader properties but somehow unsuccessfully. It seems you forgot about Int. Will fix it, this error is from version 1.9.2.2
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퍼블리셔 답변:
4 months ago에 답변됨
Hello there!
Thanks for the rating. We're not entirely sure what you're referring to, ASE only edits shaders made by it.
Please get in touch via support@amplify.pt, I'm sure we can help identify the problem.
really worth upgrade from shader graph and it's way more straightforward and scriptable compared to shader graph, the only thing that would be REALLY cool to add is a way to do while/forloops on it, just like you can do with geometry nodes in Blender, just to remove the necessity to loop over manually basically like unrolling loops, but this is like my only major gripe compared to writing shaders directly with code. Another problem too is that making templates for it is a little bit annoying but that's understandable, it's not a simple problem to solve XD
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D
Far better than everything else.
7 months ago
DrakkarDev이전 버전 1.9.9
It is THE Unity shader editor.
ShaderGraph should only learn from it.
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4
0
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