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B
Another "to be" ... but "not to be"
5 years ago
Barriticoon version 0.35
Another product that increases the doubts of the asset store. Beta ... and death. Without explanations, without answers ... I recommend never buying an asset that does not have, at least 2-3 releases in final version.
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6
0
Reply from publisher:
replied 5 years ago
Sorry I had to do some contract work to pay the bills Which will help ShaderOne in the long run ( doing Ocean Shader for Gaia Pro atm ) I will get next update out as soon as i can
F
Seems to be dead, what a shame
6 years ago
Firlefanz73on version 0.35
It is in a kind of beta state but seems to be dead, so sad. Would be okay for a free shader... Has some very very interesting features but can in my opinion only be used for experiments… I will change my opinion as soon as I get a new version, but the author seems to be very busy and even on discord channel I get no updates although I asked a few times in the last weeks and months. Right now I cannot recommend it, this is a beta that had no update for a year.
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4
0
Reply from publisher:
replied 5 years ago
Hi sorry its not Dead I was re-doing the whole thing to address some issues but then had to do contract work to pay the bills. I will be back on it soon
B
Great But...
6 years ago
Bloody-Leonidon version 0.35
This is a really great asset but... it uses an awful lot of shader keywords! So you'll get the "maximum (256) shader keywords exceeded" error as soon as it's installed. A real pain! I bought this in august 2019, and since then I have been waiting for an update to fix this. It's a shame because it really deserves 5 stars - but as it is it's unusable in production...
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1
0
Reply from publisher:
replied 5 years ago
Yeah the shader keyword thing is an issue .. I am thinking of making it make single use shaders for a specific purpose and abandon the mega shader idea That would solve the keyword issue
F
Solid solution, solid support
6 years ago
Fallenleaderon version 0.35
Sorry in advance for a very long review, but it is absolutely warranted. Shaderone has been a godsend thanks to timely support from Echo. Many of the upcoming features are personal requests that immensely improve the versatility of the asset as a whole. ShaderOne is more than just a singular solution. It effectively is a custom rendering solution in it's own right. While it might not play nice with other assets, given time he can either add support, or even implement it. Some of the feats this asset will bring in the next update include: *Being the FIRST shader solution on the asset store to actually override Unitys BRDF, currently provideing different specular terms to utilize such as vanilla GGX, Beckman, and even Unreal Engine's Specular term. All other solutions either require knowledge to build your own lighting solution, or offer no control. *It implements tube and rect lights into older versions of Unity that have no such support. Not only does it add this, but it also does built in gamma correction for those pesky devices that are hardlocked to gamma, and as such cannot correctly utilize PBR. *It is stupid fast in comparison to Unity's solutions, and offers GLES2 support without much lost in terms of what can be done. *It allows you to select a second UV for normal maps per layer, so in the event you use UV0 for general PBR and UV1 for Normals, you are covered. This one solution has managed to provide me a means to cover every aspect of my project in it's current state, and over time more features will be added. I have used this single generated shader for a plaent with rim lighting to imitate an atmosphere, my general PBR models, and even an unlit blaster bolt. It has so far truly been a single solution for my entire project. I mentioned this is fast, and I have to stress this again. I have used this asset on the PlayStation Vita, whose performance is in-between a Galaxy S3 and S4, pulling off ACTUAL PBR on a device that supposedly couldn't manage that, all while losing nothing in terms of quality. Before this asset got GLES2 support, my only other options were more archaic and slower solutions, and PBR was absolutely NOT an option. Now my visuals are comfortably where I want them, and I still have plenty of breathing room for my code to hit my FPS targets. This asset is absolutely worth the purchase, and I strongly advise doing so while it is still $40. If the price goes up, it is well deserved. This can only get better, and the update is imminent.
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4
0
Reply from publisher:
replied 6 years ago
Thanks for good review !! I should note he is using a beta of the unreleased update which i will be submitting as soon as its ready Just taking longer than expected
c
Global Keyword Space Demolished
6 years ago
ccjayon version 0.35
This is really unusable in any real project currently, I've installed it a few times to see if this issue is fixed, totally hogs your entire Global Shader Keyword space. You can forget about any other third party assets for Image Effects or Weather Shaders if you install this. The author mentioned in a few comments they plan to utilize local keywords to reduce this load, that was 3 months ago. It also causes memory allocation issues in the latest stable version of Unity. (This may be Unity's issue as well, based on the stack trace generated - but is caused by this plugin, so again not usable) I really liked the concept of this asset and will update review when these things are resolved but as it stands, I can't use this at all.
Was this review helpful?
1
2
Reply from publisher:
replied 6 years ago
Next update will use less keywords and uses local keywords in unity 2019 and higher People are testing it everyday i just want to get it to the point where none of them have issues for a few days in a row before submitting update. It is a really big project and its taking longer than expected to get it bug free Key to using less keywords is selecting only what you need in generator, using as few blend modes as needed and only select "Material Selectable" when needed ( material selectable options use one or more keywords, there is no way around this ) Can you message me in my discord channel and explain this memory issue you are having ? https://discord.gg/BBDyd9Z
D
Great asset!
6 years ago
Darktanianon version 0.35
I don't know much about shaders but when I applied this everything just looks better when you set it up right. I think I'll use this in every project from now on. Great job it's impressive and the speed increase is wonderful.
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2
0
I
So far so good!
6 years ago
I_hope_Unity_DIESon version 0.35
I like it since I can definitely see a performance increase on my tablet and it's fairly easy to use. A couple of things that I noticed: 1) When animating a ShaderOne material with Timeline after you hit the record button and scrub the slider it will add keyframes randomly even though you haven't changed anything. Not a big deal since it doesn't affect anything and deleting the keyframes is easy. Anyway, I'm just glad there's an easy way to animate materials now. :-) 2) If I try to animate the fog settings on the ShaderOneManager with Timeline or Playmaker the changes will animate when I play it in the editor but will be lost when I build. Maybe I'm doing something wrong but it would be nice to be able to animate the fog settings. 3) I really hope at some point spot and point lights can cast shadows when using the ShaderOne lighting render pipeline because I think it's really important for night scenes (which is a big part of my current project). I read that you're adding area lights so that's really awesome. Can't wait :-D Anyway, looks promising and can't wait to see how ShaderOne progresses!
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1
0
Reply from publisher:
replied 6 years ago
I will look at animating settings after I get this next update out. I want to do shadows for more than directional light but thats down the road ( shadows work per light in forward mode but thats almost as slow as standard shader ) In next update ( v0.40 ) you can fake shadows with negative intensity lights that cast darkness which is very very fast compared to real shadows
L
Shader *one*... yes and no...
6 years ago
Lucif3r945on version 0.35
I've been using this for a little while now, and generally like it... But there are a few things that eventually made me remove it again. Lets start with some good things. - Its easy to set up - It comes with a 'texture combiner/packer' to combine several different texture into different channels. Its hardly the first shader that makes use of different textures per channel, but the provided packer makes life a bit easier to get started. - It has a lot of the most common shader features, making it a good replacement for someone thats stuck with several different shaders to do common tasks(with some restrictions, keep reading) Onto a few issues I came across... - The documentation is lack luster and bare-minimum. I can see past that though since its a beta after all. - Some features does not behave the way they should. For example, the "dissolve" effect only seems to work with the dissolve-texture packed into the alpha channel of the diffuse map, despite there being a drop down where you can select which map and channel to use as dissolve.. It always uses the diffuse map... There are more instances of this type here and there, and the only way of finding it out is by trial and error. - The lightning seems a bit wonky.. I cant put my finger on it, but something seems... off... compared to other shaders. I also encountered shadows not working at all a few times in builds(as an example, doing 2 identical builds would give one build where shadows didnt work at all, and one build where it worked fine). I dont know enough about shaders and their inner workings to say why this happened... I guess something in the shader didnt get compiled in the build properly? This happened more than once though... Negative things, that eventually made me "give up" and go back to LUX + a few others as my main shaders - The dissolve-feature does not have any sort of edge-glow most other dissolve-shaders offer. It has some kind of coloring, but it colors the entire mesh instead of the edges. - There is no way, that I could find, to use this shader as *both* a terrain and a mesh-terrain shader. You can only use it for one or the other. You want to easily add perfectly blended details such as overhangs with the use of meshes to your terrain, kind of what you can do with megasplat? Yeah, this shader isnt for you. - There is NO triplanar option. There is individual X, Y and Z mapping, but no triplanar... Why!? .. Yes, triplanar is a bit heavy, but not having the option to use it on a shader thats supposed to be the *one* shader is weird. - Keywords. This shader uses an insane amount of keywords. According to shader control, it uses 96 keywords. Yes, ninety-six, out of unity's maximum 256. Some of them are shared/common, but most of them are not. And of course, none of them are local(unity 2019 feature). And there is an option called "set keywords" in the shader generator, lets not even talk about the amount of keywords its using with THAT checked. After stripping my project down to its bare minimum of what I deemed absolutely needed(ex. aquas water, enviro, shaderone, megasplat, realistic effects4 from kriptofx), it still was barely enough to clear that keyword limit. Unity's post processing stack(which also uses a lot of keywords...) was impossible to get working with the shaderone setup. Well, probably not impossible but, it would require so much work thats way beyond my expertise that I will classify it as "impossible". Unfortunately the keyword issue is what eventually made me decide that this shader isnt worth it in its current state. Combined with the other issues and shortcomings most people, myself included of course, will have to use other shaders alongside shaderone. And that is just a nightmare to get working... I have now gone back to LUX(personal, which is free) as my main shader, and supplemented the missing features of LUX vs shaderone with other dedicated shaders. This setup uses 30 keywords less than shaderone... 30... And to be brutally honest, this setup looks better and overall offers more features than shaderone alone. Yes, shaderone may be faster than most of its competitors(although I personally didnt see any difference, which might be for other reasons than shaderone itself though), but is that potential speed improvement really worth it? For me - no, no it isnt. Its a shame... I really like the idea of having 1 shader that does most of the things needed instead of managing several different shaders... But the downsides are just too major to live with... I will keep monitoring eventual updates of shaderone, hopefully it will become a lot better with time... But at this time I cant recommend it. Oh, also, I just noticed the price has changed from 9eur to 36eur, despite being the very same version(v0.35, released july -19)... At 36eur its DEFINITELY NOT worth it in its current state! Yikes...
Was this review helpful?
3
2
Reply from publisher:
replied 6 years ago
Most all of the issues you mentioned will be fixed in next update and the price changed because it was on sale over the summer ( and keep in mind it is a beta ) Please come to my discord channel I am open to any feedback or bug reports ( good or bad ) --- https://discord.gg/BBDyd9Z I will look into dissolve not working when on surface map right now and it does have an edge glow ( EDIT: just fixed this will be in next update ) Also when using my lighting only one directional light can have shadows and shadows have to be turned on in generator under lighting. In Forward mode it works like standard Next update uses local shader keywords if your using unity 2019 where possible and it has triplanar UV mapping .. it will never have real triplanar mapping that is just too many texture reads to be usable in a real game list of things fixed/changed in next update ( will be v0.4 ) * fixed: bug that could turn scene black * fixed: bug that caused scene to be white on some GPU's * fixed: bug with translucent thickness not working on Alpha of MainTex * fixed: issue with translucent thickness being reversed * fixed: Translucent GUI showing when it was off * fixed: issue with unlit mask on a surface map * fixed: error in chromatic aberration code * fixed: Problem with normal map scale and rim lighting * fixed: Problem with dither option using random screen position * fixed: Bug with UVSETS * fixed: 2 spelling mistakes in UI * fixed: issue on mobile where lighting was dark * fixed: Generator let you choose more than 4 UV sets in unity 2017 * fixed: Error when choosing UV sets on material * fixed: Error when trying to build app in forward rendering * changed: All UV mapping options are per layer now * changed: normal map scale is calculated same as standard shader * changed: normal map scale can go to 0-4 now * changed: lighting is more physcally correct when using ShaderOne Lighting * changed: renamed multiply lighting to toon lighting * added: toon lighting option that effects light, specular and rimlighting * added: ramp texture lighting for toon or stylized effects * added: uses local shader keywords when using unity 2019 * added: Tube and Rectangle solid area lights * added: Sphere, Tube and Rectangle image area lights * added: Screen space UV mapping * added: World Triplanar UV mapping * added: slider to change light falloff * updated: Optimized Manager and Shader
e
Very fast and great support
6 years ago
eboxrockson version 0.35
This is faster then the standard shader and looks a little better. This looks really good with some of the other shader settings, but im keeping it simple for performance reasons. Nice to know it'll be an easy transition if I want to use more of its features if I target PC later. This is important to me on mobile as I really didnt want to use a "mobile" shader. This thing runs great, simply put, and just works. I had an issue with compatibility with another extension, the developer had it debugged with a patch within the hour, phenomenal service!
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7
0
Reply from publisher:
replied 6 years ago
You can turn on almost anything in generator it will not make the shader slower ( it could increase compile times for a build ) It only executes code for the options that are "ON" in each material example: if make a material with shaderOne lighting "unlit" and lighting options all off its just an unlit shader being executed It also scans all your materials when building an app and removes anything not used
m
I do not want to spoil review but no CTRL+Z (no undo)
6 years ago
mbhagaton version 0.35
Undo is must needed option for everything. While you are changing color or changing anyting it is frequently needed so please make it working, Is it safe to use for android mobile game or any hurdle are threre ? Will it perform better or same as mobile diffuse and mobile bumped diffuse ?
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1
0
Reply from publisher:
replied 6 years ago
Having undo on Material is in the works For android it will be fine as long as it supports shader model 3 and up If you turn PBR off it will work just like normal diffuse and will also be faster ( especially when using ShaderOne Lighting )
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