[RELEASED] Shadero Sprite - 2D Shader Editor

3207077--245368--shadero-title-1.jpg
Shadero Sprite is a real time node-based shader tool for Unity 5 and 2017

After the release of Camera Filter Pack, 2DxFX and Camera Play, we are proud to present our first Shader Editor called Shadero Sprite.

What is Shadero Sprite ?

Shadero Sprite is a real time node-based shader editor. Shadero was made to be a real production time saver. Beautiful and fast, it creates many astonishing effects with the several premade and fully optimized node effects.

As we made with the 2D effect from 2DxFX, Shadero will increase the number of premade effects in every update. No code required.

Features:

  • Node based editor
  • Real time preview
  • Source code included
  • Load/Save project
  • Optimised shader
  • Visual selection node preview
  • Preview directly on the scene
  • Save preview to PNG
  • Works with Unity UI
  • Many premade effects
  • Help tutorial in editor
  • Project examples
  • Unity 5, 2017 and 2018 compatible

Shadero Sprite is available here : Unity Asset Store - The Best Assets for Game Making

Hope you like this news !

We can’t wait to have your feedback !

Best Regards,
Vetasoft

Shadero Sprite is now available !

Hope you like this new asset ! :slight_smile:

Best Regards,
Vetasoft

Just release today and version 1.1 is ready ! :slight_smile:

Version 1.1

  • Add Node: UV > FX (UV) > Sprite Sheet Animation
  • Add Node: UV > FX (UV) > Pixel
  • Add Node: UV > FX (UV) > Fish Eye
  • Add Node: UV > FX (UV) > Pinch
  • Add Node: UV > FX (UV) > Kaleiodoscope
  • Add Node: Generate > Shape > XRay
  • Add Node: Generate > Shape > Donuts
  • Add Node: Generate > Shape > Lines
  • Add Node: Generate > Shape > Noise
  • Add Node: RGBA > Color > Turn Metal
  • Add Node: RGBA > Color > Turn Gold
  • Add Node: RGBA > Color > Turn Transparent
  • Add Node: RGBA > Color > HDR Control Value
  • Add Node: RGBA > Color > HDR Create
  • Add Force Change Parameters to the Build Shader Node (Experimental)
  • Add Lightning Support
  • Fix Node: UV > FX (UV) > Pixel XY precision
  • Fix new Shader Project that keep the preview material issue
  • Fix Auto variable order issue when you add the same node

1 Like

Tutorial Introduction

Hope you like it
Best Regards,
Vetasoft

V1.1.1 is available !

  • Improvement: Color > Tint : Add fade with the Color Alpha
  • Fixed UV > Displacement UV Alpha
  • Fixed Force RGBA Alpha from Apha and RGBA Alpha from RGBA
  • Fixed RGBA > Add Alpha

SPECIAL LAUNCH OFFER : SHADERO SPRITE is 50% OFF until September 25th !

Shadero Sprite - Tutorial 2 - The UV

Hope you like it
Best Regards,
Vetasoft

Hi guys,
Congrats on the release.
Your tool looks pretty interesting and solid.
How hard would it be to make a Sci-Fi UI similar to this Scaleform demo?
I know there`s mostly bloom and moving elements in 3D space which I suppose are controlled by code to increase efficiency (I suppose). This is mostly a UI question, but I was thinking in what way your product can help me to build a sci-fi UI where I can use some sprites to mimic particles or some kind of cool sci-fi effects, maybe similar to the intro in your trailer (trails, etc.). I’m not a coder. Can you provide an example for some UI specific effects? Something maybe like the ones at min 1:25 in this demo, Sci-FI UI Design for uGUI
Thanks!

Hi,

thanks we apreciate :slight_smile:

You can basically do what you want, but in your case, it’s easy to do it.

First you need to set up your scene

3228629--247733--upload_2017-9-21_18-14-33.png

After that, you need to create the HDR shader

For the rotation part, simply rotate the game object, if you set up well the sprite with the Z axis, you will have this kind of effects.

3228629--247732--hud.gif
This is a simple example made quickly, you can also rotate each sprite like in your video and add many little stuff on it.

Hope it’s help,
Best Regards,
Vetasoft

1 Like

Thanks for your explanation. I’m a 3D guy, I have some experience with ShaderForge or ASE but I don’t have much experience with sprites and 2D games.
A few questions regarding your example:
1.“You should add layer and move the z axes of each layer”, “if you set up well the sprite with the Z axis,”.
What do you mean? Add a separate flat object/polygon/plane and move it forward a bit? Or tweak the z axes settings in the Shader Editor?
2. “Add extra light and…”
You mean the “RGBA Add Value” node? To me, light means a 3D light.
Maybe the terms in the 2D world are a bit different.

I watched the tutorials. They are not only instructive, but I think they are the best form of advertisement. Please, keep them coming.

A few more questions:

  1. Animation wise, UVs and the spritesheet are the only form of animation? I was thinking if s possible to animate a thick dot along a line depending of some events or triggers.
  2. Is it possible to link the animations inside the shader with events or triggers? I was thinking some sort of Playmaker actions. Or maybe I`m just talking rubbish. :slight_smile:

Again, many thanks for your answer. It really helps.
And you got yourself a client.
Thanks!

Great we appreciate :slight_smile:

Do not worry, working in 2D in a 3D world is quite simple.

A Sprite is basically like a 3D plane object. The difference is that on the Sprite from the GameObject use “Sprite Renderer” instead of a Mesh Renderer.

In other word, you can work in 2D on a 3D world if you think like a 3D Plane object.

  1. Yes, it’s like that, you should just setup the gameobject for example like this

HUD GameObject
(Child)> HUD 1 Position : x = 0 , y = 0, z = -0.3
(Child)> HUD 2 Position : x = 0 , y = 0, z = -0.6
(Child)> HUD 3 Position : x = 0 , y = 0, z = -0.9

Like a 3D object, if you move the HUD, you will have the same sort of effect.
(Remember, your camera need to be set to Projection : Perspective)

  1. In HDR, light mean something different

I don’t know if you are familiar with the HDR system, if not, the HDR work basically like this.

if 0 = black and 1 = white

HDR extrapolate that number

0 = black 1 = white, >1 = is set to HDR mean that a bloom effect can be done on that pixel because the light is greater. if the number is greater, the light effect will be more intense.

“RGBA Add value”
add that extra light on the original color value.

You can add as many as effect and texture on a single shader, it’s look like those kind of animation need some work but it’s not impossible.

We don’t thing so, Animation can only be done manually or automaticaly, Shadero only generate a Shader file.

Hope it’s help

Here is some illustrated node examples

2 Likes

Just bought this asset and realy like the look and feel of it. Nice way to see what a node is supposed to do. However I’m having some remarks:

  1. Would love to see a node search functionality
  2. Would like to see an actual manual (ok, everything is guided like assigning the sader and material etc but I’m missing an overview of the complete product)
  3. The Help Tutorial button does show some small tutorial (what you’ll expect) however when clicking a lot the help freezes on you and the mouse operations are passed through to the actual workspace. I had to restart the shadero window to get it resolved.
  4. Load any complex shader project in the editor does result in a pink preview and an error: Shader error in ‘Shadero Customs/MonsterDistortion’: invalid subscript ‘a1’ at line 217 (on d3d11)
    I looks like the loading does break every shader as the previous created shader from skratch does now throw a simular error: Shader error in ‘Shadero Customs/Holographic’: invalid subscript ‘a1’ at line 217 (on d3d11)
    I want to learn by example but due to this errors I’m unable to.

Sorry for my lenghtly feedback, hope it’s of any use.

1 Like

hi cygnusprojects,

Thanks for comment and your feedback, we appreciate.

We try to simplify a maximum the comprehension of Shadero.

At the level of the tutorials and comprehension, we really want to make things in the simplest and most intuitive way.

We will check and take into account your feedback for our upcoming updates.

We just fix a small issue with the Blend ADD node that cause the error.

New updated is sent and should be ready in few minutes.

Remember for the example, you need to use the material and the shader from the example directory like this.

3232461--248130--upload_2017-9-25_10-52-9.png

Hope it’s help.

If you like this asset, remember to give a review on the asset store, it would be helpful for us :slight_smile:

Best Regards,
Vetasoft

Ok, thanks for the fix, looking forward when it hits the asset store.
I assigned the examples shader and material as explained above but I think the order is crucial (I assigned the shader first making my old material fail) Would I have assigned the material first (before the shader) I think (need to recheck) it would have been fine.
I’ll write my review when I’m more familiar with the product (make sure it reflects the whole and not a small aspect of the product). :slight_smile:

1 Like

Version 1.1.5 is ready !

  • Add Position UV
  • Add RGBA Fade to Alpha
  • Fix Shadero issues

First of all. Love your shader

However, when I try to use lighting support the sprite will disappear if you flip it. If I use Diffuse shader it works just fine.

Thanks for the update, fixed the errors I was encountering. Did browse through the nodes and found some missing/faulty documentation though:

  • RBGA - Alpha - Fade to alpha has no node preview/description (same applies to Position UV and Resize UV)

  • Descriptions and or titles seems to be mixed up (fi XRay node, description seems to be from another node, Pattern moving node has the title of the Lighting FX)

Overall the node preview before applying is a good approach but in some cases the descriptions are to big to fit making them hard to read (auto scale?)

Minor spelling mistake.

Think it should say lighting Support

Version 1.1.7

  • Build Shader > Support Pixel Snap
  • Fixed Shadero Editor issue
  • Optimize Shader
  • Fixed missing Node Previews
  • Fixed Material Preview (now in 2D)

@cygnusprojects1 @Zquiz Thanks for your feedback, it’s fixed now :slight_smile: