Made a new substance material.
I’m very impressed with the gameplay, always makes me happy to see my assets being used so masterfully by others.
I’m also back at work on the new assets. I’m making a new detail shader for the stone assets.




Nice. I love this asset.
This is unrelated to this pack but I will be using these shaders I made for all assets moving forward. You will also be able to download the pack when it’s out soon. (Publishing date February or March)
The Toby Foliage Engine - Pre-release Preview
Quick preview of “The Toby Foliage Engine” for Unity 3d. Made 100% in the Amplify Shader Editor, simple yet complex but elegant, TTFE is a single pivot wind and shading system that tries to emulate multiple pivots per mesh. Versatile and simple to use, no vertex painting is required for the shaders to work on any model you drag and drop in Unity.
Features: Two wind types; gentle and strong, wind animation mask via shader, PBR shading, self-lighting, season, color change, and more.
I might delay the release a little bit so I can polish and do more testing.
Modular Dungeon Catacombs - Mobile
Updated to Version 2.1.1
Released: Apr 26, 2024
Changes
- Updated SRP packages to support all versions: SRP 12,14,15,16+, Unity 6 Beta.
- Added new player camera script and improved scene demo scripts.
- Changed and fixed shader functions with new ones for better optimization.
- Small cosmetic changes.
Fixes
- Fix minor bugs in all shaders.
- Fixed some bugs at run time.
Love the Shader fixes using 2021.3.37F1 but still getting blocked exiting Post Process Volume_Interior_A Box Collider Trigger after entering Post Process Volume_Interior_A Collider and Post Process Volume_Interior_B and then trying to go outside. Your Player controller can’t exit to the outside. I can overcome that but others may not. I love this Asset and really wish you made more. I would love a Desert Wasteland themed Large Area. I use your Volume Profiles for all my terrains and interiors.
Thanks, any suggestions on how to fix that? I couldn’t find anything on it so I just set it to " is triggered" but I didn’t notice getting blocked by the volume when exiting. This could be a problem for my future assets.
I’m trying out new tools now so we might see some bigger environments in the future.
Modular Dungeon Catacombs - Mobile -56% offer
I haven’t visited this project in a long time, but I am currently working on something that will come along with a fresh update for Modlura Dungeon Catacombs.
○ Upcoming Updates V3.0 (New Improvements & Unity 6 )
- Full support for Unity 6.0 and 6.3+
- Updated Shader – Now includes parallax mapping for more realistic and three-dimensional-looking interiors.
- New Cave Optimization System:
- Cave Occlusion Volume – Define zones inside a volume that ignore ambient light for better performance and visual control.
- Light Manager – Powerful new tool for managing and optimizing point lights, including distance-based culling for both lights and shadows.
- Global Shadow Quality Option – Easily adjust shadow quality across the entire scene.
Update will be available within a few business days. Hope I make it in time for the sale!
V3.0 is now online!
FLASH DEAL starts today in 2H from now!
As I update old packs and develop my new cave optimization system, or “Cave Occlusion System” for now, I’ve decided to quickly revamp the Dwarven Expedition pack. One of the biggest complaints I’ve received is that it is too simplistic and lacks detail, especially for outdoor environments. To address this feedback, I am adding a variety of new elements to enhance the pack.
These are just messy wips, nowhere near finished product.











