[RELEASED] All In 1 Sprite Shader

All In 1 Sprite Shader is an all in one solution to include cool popular sprite and UI effects to your project in the EASIEST and FASTEST way possible.

The unique thing about this asset is that all 37+ effects can be dynamically combined and mixed with each other with just 1 click.

Store Link: All In 1 Sprite Shader | VFX Shaders | Unity Asset Store

Have you tested this out in VR? Looks really cool!

Sorry for the late response.
I haven’t tested it with VR since I don’t own any VR headset. But if you are worried about performance the shader works great on low end mobile devices.

Meow, does this asset work with multi-part characters? Like if character and weapon are diffirent sprites? Does outlines and such effects show on the character as whole or separately on every part?

The assets treats each part as individual parts (since they are individual sprites). Most of the color based effects will look good on multiple sprite setups. And for outlines you can duplicate the sprites and apply the outline to the sprite in the back. There’s an example of that in the WebGl Demo

The asset can’t allow cast shadow and receive shadow from light sources in Unity ain’t it?
Is there a way to allow that?

as for the Change 1 color option, is there a way I can change at least 2 or 3 more colors? I tried to add multiple components, but it wont let me. thanks

Quick Question about the outlines and assigning different colors to those outlines via script…Am i correct in assuming i should just setup a different material for each outline colour and change the material of the sprite renderer from the script during runtime when needed

that sound about right ? or is there a better method ?

Sorry for the super late reply, as you have noticed I don’t really check the Unity forums that much… If you have any questions or need support lease write to the support email. I answers those always in less than a day.

The next update brings URP 2D Lights support, that may help you out with lighting and shadows. But in general no, shadow casting is not supported.

Sorry for the super late reply, as you have noticed I don’t really check the Unity forums that much… If you have any questions or need support lease write to the support email. I answers those always in less than a day.

The Change 1 Color can only change 1 color, if you need to swap more colors you can use the Color Swap effect. It needs a texture to indicate what zone changes to what color. You have an example of the setup un the Demo Scene, first row, Color Swap.

As long as you are using sprites the best way of doing it is accesing the Sprite Renderer, caching the Material and then modifying it. The material reference of Sprites Materials aren’t the shared global material, instead it’s an instanced per object copy. So you can change that and everything will work as expected.

You’ll need to setup a new material manually or at runtime by creating a copy if you are doing the same on UI Images. Unity is limited when it comes to UI rendering. When you get the material reference of a UI Image it always refer to the shared global material.

Hi, I’m managing to get effects using 2d sprites added to the scene. I am not managing to get effects working when I’m adding them to prefabs in the Project window before I’ve added them to the scene. What am I doing wrong? Has anybody found this issue and how to get around it? I’m using URP in 2 projects with 2D renderer in one and the normal forward renderer in another. Both have the same issue. Thanks in advance!

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Hi, sorry to not respond in a shorter time. I never open the Unity forums and I don’t get any notification either. In the documentation cover you have my contact email which I always answer within 24h: seasidegamestudios@gmail.com

That being said to use the asset material in a prefab you need to Save Material To Folder. The material needs to be saved as a file within the project.

You can read more about it in the Documentation included in the asset, Saving Prefabs section.

And you can see a short videotutorial giving a quick overview of all the main features of the asset here (also linked in the Documentation):
https://www.youtube.com/watch?v=ThvqkJ5q-gk

Best,
Gerard

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Excellent, wish I’d seen the link before. This answers my question simply, thank you!

Hi,
I’m using your shader together with spine to add the Outline effect when my character goes into stealth mode. But there is something weird happening with the “Only Render Outline” option. I’m using the following code that was suggested in the spine forums (due to how they handle materials):

block.SetFloat("_OutlineAlpha", 1f);
block.SetFloat("_OnlyOutline", 1f);
Render.SetPropertyBlock(block);

It works fine for the outline alpha, but does not work for the “only outline”… except if i select the Renderer’s gameobject in the inspector during gameplay, then the effect works exactly how i want (only outlines on my character).

Do you have any clue about what is happening? Thanks in advance!

Hello. I have an issue. On Unity 2020.2.5 all effects can’t be toggled. But I can toggle DepthWrite, change tiling and offset, change lightning properties. Currently trying to figure it out. Any clue on why that may be happening?

oldKeyWords that is set form targetMat.shaderKeywords has only 4 elements listed

6920222--811760--upload_2021-3-10_13-47-43.png

To enable the only outline feature you’ll need to do:
material.EnableKeyword(“ONLYOUTLINE_ON”);

The property “_OnlyOutline” is used for editor logic only.

If you have more questions please contact me through the contact email shown in the documentation (seasidegamestudios@gmail.com), I don’t know how you reached this forum post but this is by far the worst way to contact me, I respond all email queries in less than 10h most of the time. It may take weeks before I see a post in here.

That list only contains the currently enabled effects. Please take a look at the Documentation How to Enable/Disable Effects at Runtime section. It explains how to enable and disable effects and the problems you may encounter if you aren’t careful about it. Here’s a quick code snippet:
mat.EnableKeyword(“GRADIENT_ON”);
mat.DisableKeyword(“GRADIENT_ON”);

If you have more questions please contact me through the contact email shown in the documentation (seasidegamestudios@gmail.com), I don’t know how you reached this forum post but this is by far the worst way to contact me, I respond all email queries in less than 10h most of the time. It may take weeks before I see a post in here.

Hi!

First of all, omg what a fantastic asset this is. Thank you for making it.
I was wondering if it’s compatible with Unity’s newer 2D lighting (experimental)? And if so, how do I enable being Lit on a shader? I’m making use of the system, which is why I’m asking.

Thanks in advance! Again, what a wonderful asset. Unity should buy it and offer it to all users I think! :smile:
Hulda

(as a bonus I just want to show that I’m using your asset to make magic-rain : D turning out super beautiful!)