New feature include an emission texture which you can tweak for day or night scene, using the same material and model!
NOTE: this version will no longer use vertex color shader, but a Standard Shader instead, for better compatibility among Unity versions and the day/night feature.
World in the Pocket - Urban is available on the Asset Store:
Low poly, cartoon/flat looking, urban modules, really easy to assemble and snapping friendly
Customizable billboard (psd template included)
Almost everything in the package shares the same unique material and texture!
Good lookinâ from top down to first person
Flat or thick modules
Customize your city with props, decals and decoration
Package includes different type of buildings, street modules, green, trees, parks, square, parking, props, customizable billboard, decals, decorations and thickness modules.
I tried the demo version, but the shaders donât work in Unity 5.5f1, it gives me an error: "
Shader error in âStandard (Vertex Color)â: âMainLightâ: no matching 1 parameter function at Assets/WorldInThePocket/Material/UnityVC.cginc(119) (on d3d11)"
Is there a way to get it to work? Without the shaders it comes in just white. How does the shader code assign the colors to the different parts of the model, I looked at the code but I donât really see any different colors being defined. If I were to use this package it would be nice to be able to change the colors if I wanted to.
I tried installing 5.6b9, that error went away but it is replaced with this error:
Shader error in âStandard (Vertex Color)â: invalid subscript âtangentToWorldAndPackedDataâ at Assets/WorldInThePocket/Material/UnityVC.cginc(118) (on d3d11)
The funny thing is in UnityVC.cginc there is no reference to tangentToWorldAndPackedData at all, so why is it giving an error?
Hello, ironcladmerc, thank you for your interest in this package.
I found the shader to have a compatibility issue with Unity 5.4 and higher, i am investigating the problem right now. Iâll probably switch to a standard shader in the upcoming patch for future compatibility.
In any case the color of the vertex is assigned right in the 3d package i use for modeling, so the shader just âreadâ this information that is embedded in the model.