Once upone a time, the world of video games that was a sad, dark and desolate place…
But now you can cover your video games with a lot of glittering and sparkling rhinestones using…
The shader that will make all your 3D models sparkle… even the ugliest!!!
Glam Glitter Shaders
The shader never seen before
Fully configurable! Easy and fun to use! Fantastic sample materials already included!
Glam Glitter Shaders v2.1 include: Four kind of wonderful effects Glitter Prismatic Holographic Palette cycling for a total of 24 different configurations for performance optimization!
- - - - - - - - - - - - - - - - - - - WARNING! Before you buy it! - - - - - - - - - - - - - - - - - - -
The manual is not ready yet.
Although there is not a manual yet, the use of the shaders is simple and intuitive.
Look at the last posts for news. - - - - - - - - - - - - - - - - - - -
Thanks.
I’m thinking to include in the next update those cheap shaders like glass, chrome and rubber for tyres that I have used in the demo just for that purpose.
I have started some test on iOS and next week i think to do some test on Android.
On iPad Air the sample scene that you can see in the demo, reach 60 fps without bloom, with bloom drop down to 30 fps.
On iPhone 4S are just 25/30 fps without bloom.
Please note, however, that it’s a scene with 15 materials and more than 30 textures.
However, I don’t recommend to use more than one material at time on mobile.
Although the simplest versions of the shader already works on mobile, removing some not-so-useful features it should work at better performance.
The main problem is the limit of the max numbers of textures that these device can handle and, in the most complete configuration with normals and specular, it prevents to work properly, but I can bypass it using the alpha channel in the mask texture.
I think that I can upload an update with the mobile version in a couple of weeks… stay tuned!
hmm they don’t seem to sparkle anymore in Unity 5.1.2. No errors. Adjusting controllers in template materials doesn’t seem to have any effect either. Any thoughts? Thanks
The picture is really weird.
I have tested it in a new project in Unity 5.1.2 with the package downloaded from Asset Store, so not with something different, and the shaders still work perfectly.
When you import the package you should deselect the Editor and Standard Asset folder to avoid problems with image effects that are 4.x version.
So, if you are already working on a 5.x project, don’t import these folders or them can overwrite the 5.x version of images effect. But you can just replace them, don’t worry.
In an empty project just delete them.
But this don’t affect the materials that are in the Samples folder and you can see the scene in the editor view.
If you still have problems, please send me an email to the address in the manual with the invoice number.
Anyway, I will publish the new version, Glam Glitter Shaders 2, for Unity 5 more or less in mid-September along with other new and cool shaders included in the package.
Thanks for the reply. I’ve done some more tests and still can’t get it to work, even with a clean project and unchecking the Editor and Standard Assets folders when importing. Could it have something to do with using the Educational version of Unity 5? This appears to be the equivalent of the Personal edition, whereas I had the pro version of Unity 4 in which the glitter shades worked fine.
I’m using the Personal edition 5.1.2p3, so I don’t think this is the problem.
Are you developing for some platform different from PC, Mac & Linux Standalone?
Are you using some different rendering path? For example the shader doesn’t work in Vertex Lit.
You can also try to reset the lighting setting.
my main project is set to build for ios but it’s the same if I make a blank project, import your package and load the sample scene. Rendering path is set to the default “Forward” and the lights were already in the sample scene. Not sure what else to try.
“HDR and MultisampleAntiAliasing (in Forward Rendering Path) is not supported. This camera will render without HDR buffers. Disable Antialiasing in the Quality settings if you want to use HDR.
UnityEditor.DockArea:OnGUI()”