NextGenSprites is now released, please refer to the new Forum:
AssetStore link:
BETA INVITATIONS CLOSED!
Hello everybody!
As you know, Unity ships for 2D Sprites only with a Unlit and Diffuse Shader and that’s it.
I wasn’t quite happy with this narrow selection so I began working on a Sprite Shader-Setup that brings us more nice goodies to our beloved Sprites!
Really amazing actually. I love the 2d sprite system but this itself makes it even better. Plus the inspector for it looks neat. Does the inspector create a shader based on settings or does the inspector just provide extras to mess around with ?
Thanks for you interest I, appreciate it a lot!
Regarding the inspector: Your later guess is correct, it just provides a nice interface for the shader Settings since Unity’s default Material Inspector is kinda cluttered. But if there is demand, I could make some sort of button that Generates a ngS Material to the current selected Sprite
Guys I updated my Showcase (see my start posting) and if everything goes smoothly I will show morning something X-Ray related. I also plan to deliver a Webplayer demo but this might take some time, though I hope to have it done before an Asset Store release.
Oh and one last thing, you can make the mirror which you see in the above example also milky!
Screenshot
Hey Everybody, I updated my Shader now with a dissolve Effect (see start posting for Gif) and I think it looks pretty neat
Anyway, so far I think my Shader is nearly done and then I will go there and make different variations like Unlit, Single Directional Light Lit, Multi Light Lit and also Stacked Sprite.
Stacked Sprite allows you to Blend between two Sprites, but not just Sprites; Curvature(Normal) Map, Masks and even Cubemaps will be also stackable too! I think this gives us a lot of possibilities for some cool 2D effects! What do you guys think?
Hello Everybody, I have a big Update regarding ngSprites Material Inspector!
You can now switch directly from inside the inspector the shader and even the lightning mode:
Screenshot
The shader itself is now nearly done, last thing missing is a stacked sprites version of the shader.
As mentioned somewhere before, with stacked sprites you can fade between sprites via script and make visually some interesting effects (like switching a clear glass to smooth/milky).
I will also make some helper script for sprite fading and what not. Most interestingly is that you will also able to offset the Masks and with that unleash some pretty cool effects. You could for example accomplish a rainy stone Wall by animating the reflection mask’s offset - endless possibilities!
Wow it’s more then a whole week since the last update, sorry for that! Well just to give an quick update: The shader and inspector are done, now I am working on a Scene-View widget, so that you can directly manipulate the sprites from there!
After that I will work on the Wiki and make some proper examples scene and record some Tutorials. Yep I think will need about two weeks until I can submit it to the AssetStore.
BTW, is anyone interested in trying a Beta version?
Really cool stuff! Our current project doesn’t have dynamic lighting or anything like it, but for our next project something like this would be fantastic!
Hello everybody, I am sorry that I couldn’t fulfill my promise to deliver until 21:00 but there was one last feature I wanted to add to the beta:
Screenshot
A Sceneview Widget! Yup, you can also change properties(limited for now to floats) directly from your Sceneview without touching the Material Editor!
And now it’s time to roll out and send you guys the Beta. I must also note that the Beta comes without any documentation on how to use it or make maps for the different features. So you need to find out by yourself by looking into the provided example assets. The coming week I will be quite busy, but I will try my best to fill/expand the Wiki.