[RELEASED] All In 1 Vfx Toolkit

All In 1 Vfx Toolkit is the best way to create VFX both for experienced and beginner artists. Experienced artists will be able to greatly accelerate their workflow while beginners artists will be able to learn and evolve using the best tools and shaders available.

I truly believe that this asset will drastically transform the way you work with Unity. Take advantage of the lightning fast workflow, tools and awesome combinable effects to create beautiful VFX and particles that will take the visuals of your projects to a whole new level.

The asset also includes many extras such a Particle System Helper, Asset Library, 46+ Prefabs, Texture Editor, Texture Creators, video VFX course and more.

Store Link: All In 1 Vfx Toolkit | VFX | Unity Asset Store

Was this delisted?

Temporarily delisted yes.

I’m so sorry for the inconvenience. I messed up and included some textures that I used for testing and that I didn’t own. We got a copyright claim and the asset was disabled immediately without warning.

The copyright claim is now solved and I’ve already replaced said images and created 260 new textures since I was at it. The asset has been sent for re-submission, but I’ve been added to a 20-30 day queue…

Unity told me that there is no way to skip the queue. I calculate that it will take 3 weeks at this pace for the asset to be approved. It’s totally in Unity’s hands at this point

Sorry to hear you ran into that issue! It’s an honest mistake to make and I’m glad you could rectify it. Good luck with the resubmission.

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Do I need to purchase again for alternative publishing?

No, you’ll keep your license of course

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[Worker4] Shader error in 'AllIn1Vfx/AllIn1VfxBuiltIn': Couldn't open include file 'AllIn1VfxFunctions.cginc'. at line 302

Compiling Vertex program with ADDITIVECONFIG_ON ALPHAFADEINPUTSTREAM_ON ALPHAFADE_ON COLORRAMPGRAD_ON COLORRAMP_ON HSV_ON SOFTPART_ON
Platform defines: SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
Disabled keywords: ALPHACUTOFF_ON ALPHAFADETRANSPARENCYTOO_ON ALPHAFADEUSEREDCHANNEL_ON ALPHAFADEUSESHAPE1_ON ALPHASMOOTHSTEP_ON BACKFACETINT_ON CAMDISTFADE_ON COLORGRADING_ON DEPTHGLOW_ON DISTORTONLYBACK_ON DISTORTUSECOL_ON DISTORT_ON DOODLE_ON FADEBURN_ON FADE_ON FOG_EXP FOG_EXP2 FOG_LINEAR FOG_ON GLOWTEX_ON GLOW_ON INSTANCING_ON LIGHTANDSHADOW_ON MASK_ON OFFSETSTREAM_ON PIXELATE_ON POLARUVDISTORT_ON POLARUV_ON POSTERIZE_ON PREMULTIPLYALPHA_ON PREMULTIPLYCOLOR_ON RIM_ON ROUNDWAVEUV_ON SCREENDISTORTION_ON SHADER_API_GLES30 SHAKEUV_ON SHAPE1CONTRAST_ON SHAPE1DISTORT_ON SHAPE1MASK_ON SHAPE1ROTATE_ON SHAPE1SCREENUV_ON SHAPE1SHAPECOLOR_ON SHAPE2CONTRAST_ON SHAPE2DISTORT_ON SHAPE2ROTATE_ON SHAPE2SCREENUV_ON SHAPE2SHAPECOLOR_ON SHAPE2_ON SHAPE3CONTRAST_ON SHAPE3DISTORT_ON SHAPE3ROTATE_ON SHAPE3SCREENUV_ON SHAPE3SHAPECOLOR_ON SHAPE3_ON SHAPEADD_ON SHAPEDEBUG_ON SHAPETEXOFFSET_ON SHAPEWEIGHTS_ON SPLITRGBA_ON TEXTURESCROLL_ON TRAILWIDTH_ON TWISTUV_ON UNITY_ASTC_NORMALMAP_ENCODING UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_VIRTUAL_TEXTURING VERTOFFSET_ON WAVEUV_ON

Getting a lot of erorrs today. This one is caused when I try to select a Shape1 Texture.

First time I see this. Very strange stuff!
Please try deleting the asset and installing it again. I’ve used the asset A LOT and I’ve never seen this. It’s the first time this gets reported too.
If the issue persists please reach out to the support email with more details and I’ll make sure to take a deep look into it.

can i create new VFX with my own texture and animation ?

Of course! That’s the whole idea. The asset is a toolkit for you to create awesome VFX with. I include many prefab samples, hundreds of textures and many meshes. But the idea is for users to go crazy and create whatever you need.

I give you the most complete vfx shader in the store a whole lot of tools and the rest is up to you. Everything completely open and with all the source code of everything included :smile:

Purchased and as I expected, it’s amazing

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So happy to hear that!
Please share the cool stuff you make over email or twitter and get in touch if you have any question or suggestion.

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can I use this to create 2D particles?

Of course :smile:

Got this one in 2020.3.6f1, reinstalling didn’t work, but going into the shaders with the error and commenting the "#include “AllIn1VfxFunctions.cginc” line, compiling and then uncommenting it solved it for us. Pretty weird!

Very strange indeed! Sounds like some Unity funny business going on. I’ve never heard it before and in the end it compiled the same shader that threw an error the first time.
Thanks for the heads up :slight_smile:
Although it looks I can’t do anything about it

@GeriB Hi. I am trying to figure out what the heck is going on here:

I created a new material, set it up as AllIn1VFX and set some Global Distortion. In Editor, it looks perfect, like on the left in the image below. When I PLAY, it turns into the mess of weird graphics you see on the right.

I created a near-identical shader before that does NOT have this problem. Seems like this PNG sprite image is causing a conflict somehow. Does this make any sense at all?

I hope to hear from you soon.

No it really does not make sense at all. Are you sure you aren’t using scripting or animation in such a way the results change on playmode?
Also, do you have “Always Refresh” on in the Scene window so that the material animates in the Scene view?

If the answer is no please let me know how can I reproduce the issue. Because the shader will always look the same with the same data as input. So unless you are somehow changing the input the result will be the same unlike what you are showing here.

Oh! I suspect it’s due to sprite atlas! I will test this and report back!

SOLVED! It was indeed because the sprite was included in a Sprite Atlas. I took it out of the atlas and now the shader works correctly!

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