Sewer / Underground Modular Pack v4.2 is released with URP support The package now supports all three pipelines - Built-In, URP and HDRP !
it contains:
6 sub sets with different look
1 set of common modular parts
1 set of modular walking platforms
2 sets of Pipes
1 set of Props
Cracks and Grunge decals
Post Processing Stack v2.0 - A bunch of post processing assets to be used with the “Post Processing Stack v2.0”, are provided !
PBR setup using the Metal-Roughness and Metal-Smoothness workflow. Many of the objects are using custom painted textures while others are using common materials like bricks and concrete.
All textures - 2048 x 2048
There are some common materials like:
bricks
concrete
ground tiles
wall tiles
You can use any of the sub modules to create a separate scene or to combine them in one scene by using transition tiles as in the demo scene included in the pack!
DEMOS:
download and test the: Sewer/Underground Modular Pack v3.0 - DX11 windows build - 928 MB compressed, around 1800 MB uncompressed
This is the demo scene ( including module 5 ).
Note: this demo build requires a GPU with at least 2GB of memory as all the textures are 2K
I’m happy that so much progress has been made and to get a better idea of the dimensions. I’ll admit I thought the sewer ducts (the parts where water flowed) would be a bit deeper to accomodate more sewage, but it still looks most impressive.
The video looked fine to me.
EDIT: It seems that the lack of depth to the sewer ducts is actually valid in certain circumstances. Sorry about that!
There is an error in the custom shader with V2 version of the asset:
Shader error in ‘Custom/Water_Flow’: syntax error: unexpected token ‘;’ at line 298 (on d3d11) Compiling Vertex program with POINT Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_RGBM_ENCODING
The line of code the error occurs on:
float attenuation = LIGHT_ATTENUATION(i);
Any ideas? That semicolon definitely needs to be there, but it doesn’t like it.