FLASHBACK '94 SHADER PACK
ASSET STORE | WEBGL DEMO | INSTRUCTIONS
Current version: 2.1.0 (6 September 2016)
Requires Unity 5.1.0 or later
Hi everyone! I’m George K-K and this is Flashback '94, my retro 3D shader pack for Unity. The first version of this package had actually been available for a while, but I stupidly neglected to promote it on this forum. Now that I’ve released a major update, I thought now would be a good time to correct my mistake.
Flashback '94 is a collection of shaders and scripts to help you mimic the limitations of 3D graphics hardware from the 1990s. That means things like:
- Affine texture mapping (textures with no perspective correction)
- Limited vertex precision (that ‘snapping’ motion that 3D models used to have)
- Low resolution and color depth
In this package you’ll find object shaders for your 3D models, additive and multiplicative projector shaders for stuff like flashlights and drop shadows, and an image effect for your camera that will let you set the resolution and color depth you’d like your game to run with.
These shaders are supported on Windows, Mac, Linux, Android, iOS and WebGL, but sadly not on consoles, as Unity doesn’t have a vertex-lit rendering path for them. All the other limitations of vertex lighting in Unity apply: objects will only receive lighting from the 8 brightest lights nearby (the engine decides which 8 they’ll be), and lightmapped objects will lose their specular highlights, because the engine doesn’t pass light positions to shaders in that mode.
To give you a sense of what these shaders can do, you can check out the WebGL demo linked above, or just take a look at the gifs below, captured in the Unity editor using a few late-90s game models (for illustrative purposes only, of course).



I’ve published detailed instructions and best practices on my website, but if you have any questions that aren’t answered there, feel free to post them below!
On a personal note, I completely understand that the ‘retro 3D’ aesthetic is marmite. Everyone has strong feelings about it, and if you find it offputting, I promise you’re not alone. But please don’t mistake a simple fondness of wonky old hardware for a lack of creativity, or worse, a rejection of progress. In my experience, no creative technology ever fully replaces another, it’s just another tool in the toolbox. It’s fine to dislike it, but please do be cool about it. <3
Thanks so much, everyone! Now GET BACK TO WORK.
CHANGELOG:
2.1.0
- Vertex precision now remains constant regardless of distance
- Added an unlit UI overlay shader that ignores depth and fog
2.0.0
- Object shaders rewritten from the ground up
- Support for baked lightmaps in RGBM or dLDR format
- Support for up to 8 realtime lights on dynamic objects
- Projector shaders for spotlights and blob shadows
- Image effect preview in the Unity editor
- Lots of bugfixes
1.1.0
- Project updated for Unity 5.1.0
- Transparency blend mode changes
1.0.0
- Initial release

