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Title: Sonar Shader - A Game Jam Winner!
2 years ago
LooneyDogProductionバージョン 1.1 で
The Sonar Shader for Unity is simply fantastic! It played a key role in my winning entry for the UDG Game Jam 2023. This asset worked wonders on any device, adding stunning pulses that not only looked amazing but also provided valuable feedback to players. Its universal compatibility and easy-to-use controls make it a must-have for any Unity developer. Thanks a lot for this awesome tool—it's a game-changer! checkout the game where i used this https://looneydog.itch.io/blindsilence
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URP
5 years ago
seddysynettyバージョン 1.1 で
Really great asset. You said you were planning to rework the shader for URP. Will a Pro version or any kind of URP compatible version be available soon?
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パブリッシャーからの返信:
5 years ago に返信
Oh boy this was 5 months ago. I gotta get some time to get a first version out. I've got it working but it's rough.
Great effect - works in WebGL too, works with particles in 3D! - and unlike some other solutions, was easy to isolate objects to display different effects via parenting and separate materials. I look forward to the Pro version for some sort of transparency, but a very good start on a solid product.
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Sonar effect on mesh / transparent surface?
5 years ago
HENSOLDT_RnDバージョン 1.1 で
First of all, really great asset! I love it.
How can I realize the effect which is shown in the first video: Sonar-like effect displayed on a textured mesh? I suppose transparent surfaces somehow have to be handled, right? Any help is appreciated.
Regards,
Tobi
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パブリッシャーからの返信:
5 years ago に返信
Hi there! I'm working on a Pro version of this shader so I'll make sure I have this in for that. Depending on how much work it is I may bring the change back to the free version later.
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Exactly what I was looking for
5 years ago
Patrick_Jacquemontバージョン 1.1 で
Great asset, which offers many possibilities and with scripts that are easy to adapt to your needs.
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パブリッシャーからの返信:
5 years ago に返信
Thanks! Let me know if you've got any suggestions for how to improve it!
Really amazing asset. Great that it’s free, Will be a huge help in my game. Just wondering how you could make it emissive/glowing?
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パブリッシャーからの返信:
5 years ago に返信
Hello! I've got emissive as something on my list to figure out for a Pro version that I'm working on!
Anyone been able to get this to work properly with URP?
Trying to upgrade in URP yields the following:
World material was not upgraded. There's no upgrader to convert Legacy Shaders/Particles/Additive shader to selected pipeline
UnityEditor.Rendering.Universal.UniversalRenderPipelineMaterialUpgrader:UpgradeProjectMaterials() (at Library/PackageCache/com.unity.render-pipelines.universal@7.3.1/Editor/UniversalRenderPipelineMaterialUpgrader.cs:25)
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パブリッシャーからの返信:
5 years ago に返信
Hey! I did some work to get part of the shader working in the new render pipelines. I still need to fix it up and add back in all the features (and more). I'm currently planning on putting that out as a Pro version. After that I'll consider bringing it back into the free version.
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Did Not Work
6 years ago
SecretAgentManバージョン 1.1 で
Out of the box examples did not work in Unity 2018.3.6f. Spheres just drop - nothing else happens.
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パブリッシャーからの返信:
5 years ago に返信
Oh geez okay I'll download this version and take a look when I get the chance. Were you using URP, HDRP, or Built-in? Currently it only works with the Built-in rendering.
As said before, the concept of this effect is great, also the possibility to scan multiple objects with different shapes!
I have only one question\complain: how can I check whether an object is being scanned or not? I tried to play with shader's variables but it's not so easy, because basically I'd like to know exactly when a specific object has the "wave" on it!
Is there anything I can do?
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パブリッシャーからの返信:
5 years ago に返信
Hi! That's a great idea, I'll add it to my list. I'm slowly working on things to make this shader much better and am planning on releasing it as a Pro version.
For this problem specifically, my initial thoughts are to add like a sphere collider that expands at the same rate as the sonar effect. Then when something enters that collider you know it has the sonar effect on it. You're welcome to give this a shot on your own since I'm moving pretty slowly on this Pro version.
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