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S
Awesome!
2 years ago
Sinner2016基于版本1.3.0
Awesome asset!
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T
Dear Kripto
2 years ago
TripleScience基于版本1.3.0
Please tell me where that cat is from in your profile pic PS This asset is incredible.
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j
confused
2 years ago
jokers44life基于版本1.3.0
Yeah this will break a project THIS is not URP supported........
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1
0
来自发布商的回复:
回复时间 2 years ago
Urp patch included to the project folder. See the readme for details. Also if you will have some shader errors after patch, try to remove "library" folder and restart unity. (in some cases unity will use the old shaders from the cache instead of new)
D
Still Not Really Ready for Production, but amazing Asset
2 years ago
DerDerErIst基于版本1.3.0
I bought that asset a couple years ago i think almost 5 by now and was messing alot around with it, recently i started something more serious and here is my conclusion for this Asset. by far one of the best Visual Effects in the Asset Store no doubt but you should not expect to use them out of the box as they are not really game-ready. Instantiating 1 Effect at a Time doesn't cost that much Performance, having to Instantiate 100 of those Effects in a short amount of Time will break your System. The whole System doesn't allow to Pool those Objects as they have to be fresh Instantiated to work properly. And this Code: //void Update() //{ // if (prevIsVisible != IsVisible) // { // prevIsVisible = IsVisible; // if (!IsVisible) // StartCoroutine(Fadeout()); // else Fadein(); // } //} is by far the Stupiest i ever saw. You could easily Trigger it from OnEnable or somewhere else instead of creating this nonsense. This was my first Refactor i did to that System as it is so unreliable, ugly and just not practical when you wanna Pool those Effects. 2 Star for the Amazing Effects 1 Star for the stupiest Code i ever saw More is not in, the Effects are not poolable without investing a lot of work and refactor the half system. The changes to the different Settings of the Effects in Awake and OnEnable take so much Performance that you cannot use them in fast Paced Games because every Instantiation also goes through all the Settings and configuration which is absolutely unecessary if you could simple pool those Effects. When you manage to create a Version were you can Pool those Effects, i gonna rate it higher, until that i gonna use my modified version of your System so i can pool the Effects and dont need to Instantiate and run through that Setup every Time i need an Effect. Still a good Asset and i highly recommend it to everyone, but there is still room for improvement!
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4
1
来自发布商的回复:
回复时间 2 years ago
Hello, Usually in games (withh 100+ effects per screen) used simple effects (without lights/thousand particles, shadows, distortion, etc). Currently, each effect can use a thousand particles, lights with shadows, distortions, etc, so the bottleneck will be the GPU, not the CPU. As for my code. Of course, it's not perfect (I wrote it 8+ years ago when I was just a beginner in unity programming). You said "You could easily Trigger it from OnEnable or somewhere else instead of creating this nonsense" Some developers want to manage effects in real time. For example, turn on the lightning effect and turn it off when the mana runs out. In your "OnEnable" method, I won't be able to do that. Therefore, one bool check in update costs almost nothing and starts the fade timer only when the state changes. Developers can also use timeline or animator, so I need to use the public "isVisible" variable (which can change every frame). Perhaps for your scenario to use this code is terrible. But for general use (when the state can change in the editor/runtime), one boolean check is not "stupiest i ever saw" > cannot use them in fast Paced Games because every Instantiation also goes through all the Settings and configuration which is absolutely unnecessary You can use "object pool" feature and "setActive(false/true" when you need it. Although I agree that the code is not very good at the moment and it should be rewritten, and this will be done in the future updates.
P
Very nice
3 years ago
PanderaStudios基于版本1.3.0
but today I'm working with Virtual Reality and I really need shaders and effects that run well on Quest 2.
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N
Great Asset
3 years ago
NullyStudio基于版本1.3.0
Great support and Great effects
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z
Best realistic vfx
4 years ago
zGhost31O基于上一个版本 1.2.2
best realistic asset, amazing price
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f
Great visual quality, shoddy support
4 years ago
forloopcowboy基于上一个版本 1.2.2
I was looking forward to integrating this asset into my HDRP project, as the demo looked very promising when I opened it in a new empty project. However, when importing it into my Unity 2021.3 HDRP project, even after applying the included patch and studying the readme, I get the following issues: ------- Edit: If you go to his Discord (see the developer page) and validate your purchase with the bot, you can find an additional patch that fixes the issues above in the #effects_pack_4 channel. Wish I didn't have to stumble around for 3 days looking for this, but here we are. Hopefully this helps someone. 5 stars for quality, reduced to 3 stars for the shoddy support of this software. Put a patch out my dude, the fix is there. ------- - distorted decals (some are fixed by ticking the "use fast decals" option, but not all) - missing textures - shaders producing exceptions - shaders with weird visuals. ex: the portal rock (Effect5) looks dark matte in the demo, but when opening it in the provided demo scene in my project it's so reflective that it shines white. - effects that look completely off from the demo If we ignore these issues and rely on the standard renderer demo, 5 stars. But since this asset promises HDRP integration, I'll rate this 1 star until I get some support or an update that fixes these issues. Contacted the dev, but no response so far.
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来自发布商的回复:
回复时间 4 years ago
-All problems have been fixed in the version 1.3.0 ps I had health problems, so I was temporarily unable to provide support as soon as possible.
G
What you see is what you get!
4 years ago
GreatGateIsland基于上一个版本 1.2.2
What you see in the video is what you get in the demo scene provided in the package. No surprise! And it is easy to customize. Good job!
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G
Just as advertised
4 years ago
GoblinGameWorks基于上一个版本 1.2.2
It took some messing around with to get it to look like the example video. I am using URP so it made it a bit more troublesome but after reading the readme file and a bit of fiddling around I got it to look exactly like the video... which looks amazing. I recommend.
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