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평점 만점의 리뷰가 11,000개 이상

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1 - 10 / 93개 표시
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H
Great Asset for a Rpg Game
2 months ago
A really Great Asset Wonderful for all Rpg Game Styles and Great for Magic Spells Effects You will not Regret Buying it. Keep up the Good Work Love all the Effects for Fire and Spells.
이 리뷰가 도움이 되었나요?
0
0
c
Great product but cannot build the game
5 months ago
cheikhna버전 1.0.3
Great product but error generated when trying to build the game in the last version of unity in 2025.
이 리뷰가 도움이 되었나요?
0
0
A
It's great, they had a bug but it's been fixed.
5 months ago
Aligathor버전 1.0.3
If you get an error when using the shader (in URP), here's the modified version of the shader: Shader "Custom/AdditiveTintable" { Properties { [MainTexture] _MainTex ("Color (RGB) Alpha (A)", 2D) = "white" {} [MainColor] _TintColor ("Tint Color (RGB)", Color) = (1, 1, 1, 1) _InvFade ("Soft Particles Factor", Range(0.01, 3.0)) = 1.0 } SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent" "RenderPipeline"="UniversalPipeline" } LOD 200 Pass { Cull Back Lighting Off ZWrite Off Blend SrcAlpha One HLSLPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_particles #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" struct Attributes { float4 positionOS : POSITION; half4 color : COLOR; float2 uv : TEXCOORD0; }; struct Varyings { float2 uv : TEXCOORD0; half4 color : COLOR; float4 positionCS : SV_POSITION; #if defined(SOFTPARTICLES_ON) float4 projPos : TEXCOORD1; float viewDepth: TEXCOORD2; #endif }; CBUFFER_START(UnityPerMaterial) float4 _MainTex_ST; half4 _TintColor; float _InvFade; CBUFFER_END TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); Varyings vert(Attributes v) { Varyings o; o.positionCS = TransformObjectToHClip(v.positionOS.xyz); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.color = v.color * _TintColor; #if defined(SOFTPARTICLES_ON) o.projPos = ComputeScreenPos(o.positionCS); o.viewDepth = -TransformWorldToView(TransformObjectToWorld(v.positionOS.xyz)).z; #endif return o; } half4 frag(Varyings i) : SV_Target { half4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv) * i.color; #if defined(SOFTPARTICLES_ON) float rawSceneDepth = SampleSceneDepth(i.projPos.xy / i.projPos.w); float sceneZ = LinearEyeDepth(rawSceneDepth, _ZBufferParams); float partZ = i.viewDepth; float fade = saturate(_InvFade * (sceneZ - partZ)); col.a *= fade; #endif return col; } ENDHLSL } } }
이 리뷰가 도움이 되었나요?
2
0
D
Not working with URP
2 years ago
Dmitry_Nikitin버전 1.0.3
Not working with URP, all fire is pink
이 리뷰가 도움이 되었나요?
2
0
J
Not work on URP
2 years ago
JTitos23버전 1.0.3
All pink in URP. Any solution?
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1
0
M
Good asset
2 years ago
Marc_Dorcel버전 1.0.3
Good asset
이 리뷰가 도움이 되었나요?
0
0
R
They do NOT work with URP
2 years ago
RiverExplorer버전 1.0.3
I tried dozens of shaders. They all look white or pink.
이 리뷰가 도움이 되었나요?
0
0
y
dfgd
2 years ago
yamata1905m버전 1.0.3
dgd
이 리뷰가 도움이 되었나요?
0
0
s
pas en build
3 years ago
stigmamax버전 1.0.3
l'asset génére des erreurs qui empêchent de compiler le projet.
이 리뷰가 도움이 되었나요?
1
0
X
Looks good but...
3 years ago
XJonOneX버전 1.0.3
All the different fire prefabs look fantastic. However, even though it says it's compatible with URP, it's not out of the box. You need to change some of the shaders to use legacy particle shaders. Author suggested using the converter, but that only worked for materials using the standard shader. He never got back to me about the other shaders that didn't convert. I had to use trial and error to see what worked best. At least it's free!
이 리뷰가 도움이 되었나요?
3
0
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