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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.
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0
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c
Great product but cannot build the game
5 months ago
cheikhnaon version 1.0.3
Great product but error generated when trying to build the game in the last version of unity in 2025.
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A
It's great, they had a bug but it's been fixed.
5 months ago
Aligathoron version 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 } } }
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2
0
D
Not working with URP
2 years ago
Dmitry_Nikitinon version 1.0.3
Not working with URP, all fire is pink
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2
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J
Not work on URP
2 years ago
JTitos23on version 1.0.3
All pink in URP. Any solution?
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1
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M
Good asset
2 years ago
Marc_Dorcelon version 1.0.3
Good asset
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0
R
They do NOT work with URP
2 years ago
RiverExploreron version 1.0.3
I tried dozens of shaders. They all look white or pink.
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0
y
dfgd
2 years ago
yamata1905mon version 1.0.3
dgd
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0
s
pas en build
3 years ago
stigmamaxon version 1.0.3
l'asset génére des erreurs qui empêchent de compiler le projet.
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1
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X
Looks good but...
3 years ago
XJonOneXon version 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!
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3
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