[RELEASED] Shadero Sprite - 2D Shader Editor

Hello Vetasoft

Been working with your shader extensions for the last week.However been having bit of a problem using your shaders on an enemy that got movement. Since they will be turning left and right. It seems like it doesn’t support lighting on the sprites backside like normal sprite diffuse material does.

This show an enemy with your shaders that will “support lighting”

This show an enemy with a normal material

Hi @foldergeist_studios ,

We just released version 1.1.9 that fix the lighting axis issue.

Best Regards,
Vetasoft

Version 1.2.0 is available

  • Add 5 Blend Mode : Normal, Additive, Soft Additive, Multiplcation and 2x Multiplication
  • Add Tools > Generate Sprite > Now you can generate a Sprite! Useful for pre-renderder texture and speed up your shader.
  • Generate Sprite > Save the Generate Sprite in 128x128, 256x256, 512x512, 1024x1024 or 2048x2048
  • Now support Alpha transparency from the SpriteRenderer Color
  • Shadero Editor > Fix dark preview when using Lighting Support
  • Shadero Editor > Fix editor node turning black when Linear color is used

Generate a sprite is awesome because is support alpha, it’s great for the optimisation of some static nodes.

Hope you like it.

Best Regards,
Vetasoft

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F.A.Q:
How HDR work ? How to active HDR ?

HDR is not a feature made by Shadero Sprite, It must be setup before using it.


More info about HDR here:

If HDR doesn’t work, it’s maybe because “use HDR” is not activate on the Edit > Project Settings > Graphics menu.

After I use some effects, my sprite’s edge got clip out, why ?

The edge is made by Unity, by default SpriteRenderer create a shape around your sprite, to avoid that, you can change the drawing mode from the sprite renderer to “Sliced”
3240474--249108--upload_2017-10-2_10-25-8.png

I can’t set Main Texture, I have to use its default texture. Why ?

MainTexture use a preview sprite because the editor doesn’t know what sprite the SpriteRenderer will use. (There is no link between a SpriteRenderer and Shadero Sprite). You can, if you want, use New Texture instead of MainTexture to have your preview and switch with a MainTexture when your shader is ready.

If you have any feedback, questions or recommandations, please ask first here of to support@vetasoft.com, bad review makes us sad because we really want to fix any kind of issue and make Shadero Sprite one of the best tools available on the Asset Store.

Best Regards,
Vetasoft

New version 1.2.5 is on work and should be ready this week.

With the support of Crtl-D (for duplicate) and the Undo (Crtl-Z)
We are also working on new FX nodes and a better interface.

Hope you like the news !

Best Regards,
Vetasoft

1 Like

New examples will follow

2 Likes

Version 1.2.5 is available !

  • Add > Colors > Super Gray Scale
  • Add > Colors > Color Filters
  • Add UV > Animated Zoom UV
  • Add Pack > Displacement Pack
  • Add Pack > Pattern Move Pack
  • Add Mask > Mask 2 UV
  • Fix editor issue for Mac user.
  • Fix Mask with 2 RGBA with multiple sources
  • Fix RGBA to UV coordinate


*18 color filters from the Color Filters Node

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Hello,

can you upload a video example showing how Shadero Sprite works on UI Image? For example, making a color change (or other effect) with an animation.

Thanks a lot.

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Hey. I’ve been playing around with Shadero the past few days but hit an issue I can’t seem to work through - if a Sprite isn’t apart of a spritesheet, things like OutlineFX work just fine and as you’d expect. However, if the sprite is in a spritesheet, most of the shadero functionality seems to be treating the UVs as coming directly from the source texture and not the individual sprite within the sheet.

Is this just not supported right now? It’s pretty limiting for Anima2d users, then.

Hi JweinhartSW,

Currently, Shadero work only with single sprite, we are working on finding a way to make the texture atlas compatible.

Using a texture atlas with shader is particular because a shader use all the sprites texture to work and doesn’t care about the Sprite Atlas.

That’s why it’s work in some cases like the outline FX or manipulation some colors. Specialy if your using UV.

Best Regards,
Vetasoft

We are proud to present our collaboration with Unity and CCG Kit.

Here is a series of tutorials now available:

https://go.unity.com/ccgkit-shadero-dwarves/

Shadero Sprite by Vetasoft : Unity Asset Store - The Best Assets for Game Making

CCG Kit by Gamevanilla (50% OFF on the Black Friday) : Unity Asset Store - The Best Assets for Game Making

Dwarves - Card Art Pack by Critical-Hit!: Unity Asset Store - The Best Assets for Game Making

Dynamic & Full Featured Collectable Card Games

Shadero Sprite step-by-step tutorials :

Part 1 - Mounted Marauder:

Part 2 - Gunmir Guymer:

Part 3 - Dwarf Adventurer:

Part 4 - Bodyguard of Helm:

Part 5 - Troll Slayer: https://www.youtube.com/watch?v=8rqPz6x537Q

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Shadero 1.3.1

  • Add Screen UV
  • Fix Grab Pass UV without Grab Pass

Shadero 1.4.0 is on the way !

With more featured for Lighting Support such as :

Normal Map and more

Note that 2D Normal Map are a bit complex and hard to create. Even harder than 3D because you need to create every bump like a 3D object.

However they are great tools available like Sprite Illuminator : https://www.codeandweb.com/spriteilluminator

Also, new amazing premade node are coming

-Vetasoft

Hello
After updating unity to 2017.2 I get this errors from shadero sprite

It’s strange, you can simply delete the file Assets\ShaderSprite\Plugins\Editor\LastSession.asset

if it doesn’t work, try to reinstall Shadero.

Shadero Sprite V1.4.0 is on the way

with the support of the new Lighting Node, just put the lighting Support Node Before the Build Shader Node and that’s it ! :slight_smile:

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Shadero Sprite 1.4.0 is now available !

We already working on a new version right now.

Also it’s -30% on the huge mega sale so, make sure to search “Shadero” on the search box :slight_smile:

Best Regards,
Vetasoft

Sorry for asking again, but a I need to know how animate an effect in a UI Image (this gameobject has not sprite renderer)… ¿Someone can help me?

I’m doing the same thing as in the youtube videos step by step, but the the animation of the effect does not work with the UI Image

Thanks a lot.

Hi Aenah,

It’s depend on how you want to animate the effect automatically or manually.

Automatically mean that you doesn’t need to use the animation system. Like our tutorial here :

if you need a manual animation, you can’t do the same as SpriteRenderer because Unity UI doesn’t allow you to use the material value.

However, it’s possible to use a custom script with .SetFloat(“ValueUsedbyShader”, ValueUsedbyShader);

after that, you can animated the value of the custom script instead of the material value.

It’s sound a bit complicated but this is the only way to do it for the UI for the moment.

Hope it’s help

3301712--256138--shadero-fire.gif
A Procedural Pixel Fire Sprite FX.
With Shadero, you can do this FX in few seconds with just only 3 nodes.

1 Like