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f
best
15 days ago
fablesalive버전 4.9.8
I removed other shaders. using just flatkit in my project.
developer is very responsive.
and updates are periodically.
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G
Go ahead, buy it!
2 months ago
GaborFoner이전 버전 4.9.7
I am very happy with this asset. Super simple to use (even for a dummy like me) gives you top quality visuals to give your game a very polished look, and the most responsive and helpful support.
If you are thinking about buying this asset, go ahead, you will not regret it a bit.
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c
Easily achieves a great look, well-documented, and well-supported
3 months ago
cutebotgamedev이전 버전 4.9.7
Well worth the price. Thank you!
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I’m really impressed with this package, its visual results made a noticeable difference in my game’s aesthetic. The shaders are cleanly written, which made customizing them to suit my vision straightforward and efficient. I did encounter a bug during integration, but the developer support was outstanding. They responded quickly and resolved the issue in a timely manner. I’d highly recommend this package.
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2
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Been using this asset pack for years and it's finally time to leave the review it deserves. Can't recommend this product enough. Easy to use shaders, clean look and very versatile. If you're someone who has a very stylized and toon look I always send them this way. Definitely worth the cost full price and it's an outright steal on sale. To the devs, keep up the good work and thank you for taking the time to make this asset.
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퍼블리셔 답변:
5 months ago에 답변됨
Hi, thank you for your positive review! But why 4 stars and not 5? Is there something not quite working for you? Please get in touch if so.
Bought for the outline, and it was a bit of a disappointment. Started out with a default pipeline project, the shader, the outlines and all the features looked promising, but with default render pipeline workflow were a bit sketchy, no resolution independent outline width, and even a missing advertiesed feature: no color based outlines in the default pipeline. I had to use the screen effect ith per-mesh outlines on material combined to get a somewhat okay look. Working with it basicly impossible as in scene view all the outlines messed up compared to game view due to resolution differences, also there where multiple rendering errors like double-vision liked outlines, and the outline witdh varied all over the scene, whuch is a bit disturbing. Manual stated that URP is recommended so I switched. It turned out, that URP version is even worse, more rendering error, like the double-vision one all over the screen, also some depth problems with shadows as shadows clears out depth based normals and with MSAA the outlines looked broken. It is clear the package have a lot of work in it, but visually it offer subpar quality.
Edit: To react to the reply, not talking about edge color but the feature color based outlines. And no, I'm not just converted the BIRP project but actually started over with a fresh project. And one more clarification: I noted and understand you moved on to URP, no problem with that. Having worse quality in URP and with recommended use (like not having mesh hull outlines) is what I don't like. I Will send shots via email but I'm pretty sure Im not telling surprising news as I used the shader for like an hour and experienced all kind of grpahics artifacts - so probably all of them well known by you. The one reason I originally not asked for refund is that maybe I will use the toon shader itself.
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퍼블리셔 답변:
6 months ago에 답변됨
Hi, sorry to hear you were disappointed. First of all, every screenshot on Flat Kit's Asset Store page labeled 'Scene Included' is a screenshot from Unity Editor, without enhancement - you get that look when you download Flat Kit in your project and open included demo scenes. Secondly, the default RP in Unity is Universal RP, it's been for a long time now. And Flat Kit's main RP is URP. Built-In RP is supported as legacy because Unity deprecated Built-In RP a while ago. As a small studio, we can't afford to keep developing for Built-in RP (but we keep debugging for it if any issues are reported) if even Unity dropped its development.
As for the colors of the Outline in Flat Kit Built-In, it's untrue, you can change it in Built-In RP. The parameter is called 'Edge Color', you can find it on the Camera's Inspector panel in the 'Outline Image Effect' Component.
Regarding URP looking worse, it's definitely shouldn't be so, Flat Kit should work in URP as advertised, out of the box. My first guess is that you 'upgraded' to URP improperly (easy fix). So we'd really love to help you troubleshoot the issues. We haven't heard about the double vision issue. To help us get it working for you, please get in touch via email (info@dustyroom.com) or Discord (https://discord.gg/kfumMFahBj), whichever work better for you, and we'll do our best to help you. If you have no will to troubleshoot the technical issues, we can offer you a refund.
j
Great but no shading for custom shaders and not great water!
6 months ago
jacklinnman이전 버전 4.9.5
Overview:
I am currently using this in a project but unfortunately I can't use the toon shading because most of the project is already using custom shaders so I can blend the world together for a melting ability, I know you of course can't have a material using 2 shaders at once but it is still pretty inconvenient and I wish there was a full screen cell shader or something kind of like the other screen space effects.
Water:
Also the water shader is using screen instead of world space depth calculations so it's pretty useless for games with moving cameras but fine for a still shot like in the demos, I ended up writing my own world space water shader instead of using flat kit's.
Conclusion:
Over all great customisable asset that can and can and will produce great results if you tune and tweak it for you're needs, would recommend buying as long as you don't have to have nice looking water or you have to many custom shaders in you're project!
EDIT:
I think you misunderstood what I ment with world space depth calculations, here is a water shader tutorial that has a very good explanation of depth calculations: https://ameye.dev/notes/stylized-water-shader/
Check section two Figuring out the depth of the water, and sorry I meant camera-relative depth. But big thanks for the new update, I added that functionality to my water shader using your code as a base! Will change to five stars if you add world space depth calculations, I also found that if you use the magnitude instead of the y component of the calculated depth vector for non flat objects you get very good results, I hope you find this helpful and that you add this to the otherwise amazing water shader! You know what, I think I just give up on the water, I still have my own shader that is much better and in shader graph, the stylised surface shader is very good though, you wont regret buying if you want only that (I certainly have not)!
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퍼블리셔 답변:
6 months ago에 답변됨
Hi, thank you for your review. Regarding your first point, the description and the documentation explain that cel shading is done with Stylized Surface shader, which is used locally just like any other normal material. As for the water shader, it was designed for any situation, so if there is a problem with design, we'll see if it can be improved, thank you for that.----------------------UPDATE. We've just released an update - in v. 4.9.7 we added Tiling Source choice to the Water shader. It’s now possible to make the water geometry noise seamlessly tile across multiple water meshes by using “World Space” as the Tiling Source. I hope water will work nicer for your project now. And we're working on more improvements. Please get in touch if you have difficulties, we'll be happy to assist you.--------------UPDATE2. It's really not the place for feature and tech support requests. I wish we could conveniently chat in a proper place about what you meant, to avoid further confusion and wasting time. Discord - https://discord.gg/kfumMFahBj, email - info@dustyroom.com
Works in the tiny demo.
Breaks or becomes useless for large terrains.
No scalable shader projection or mesh-based world tiling.
Shader doesn’t respond to object scaling—only modifies UV tiling, not visible world space.
Basically: FlatKit’s water shader isn’t designed for large open-world maps. It’s tailored to hand-placed prefab areas with hardcoded scale expectations, which is lazy design if you’re building anything beyond their demo box.
And the publisher's reply to other one star review is such a PR sidestep—no fix, no commitment to improvement, just “buy the other one too and it wont fix this issue, but I will get more of your money.” Lame.
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퍼블리셔 답변:
6 months ago에 답변됨
Hi, thank you for your comment. However, it's incorrect to say Flat Kit works only in the demos or it has hard coded scale. Many projects prove the opposite. The water material can be tiled for water planes placed both manually and automatically, there are a few rules to make it work, mainly proper UV mapping of the plane models.
Regarding our replies to other 1-star reviews, it's your subjective thought, which we respect. We get requests via email (info@dustyroom.com) and Discord (https://discord.gg/kfumMFahBj) and discuss it there if any of the features can be or will be implemented. Flat Kit is updated regularly and many great features had been added this way. So you are welcome there, please have a chat with us, let us know what specifically doesn't work for your project, maybe we'll change your mind regarding your thought that there is no commitment to improvement. Also, we always offer refunds if anyone is unhappy with their purchase.----------------------UPDATE. We've just released an update - in v. 4.9.7 we added Tiling Source choice to the Water shader. It’s now possible to make the water geometry noise seamlessly tile across multiple water meshes by using “World Space” as the Tiling Source. Although Flat Kit Water was already suitable for large scenes, it becomes great for that. And we have more improvements down the line.
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