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Found 4 results

  1. Automapping pack

    introducing you set for automatic texturing a engine. the model does not need UV. Support lightmaps (light probs). for variability shader draws top grass \ sand and mixing at a distance, and generates detailed texture masks variability Enjoy! https://www.assetstore.unity3d.com/en/#!/content/33428
  2. Advanced Road Material

    https://www.assetstore.unity3d.com/en/#!/content/33414 I would like to introduce my new asset, the Advanced Road Material https://www.assetstore.unity3d.com/en/#!/content/33414 This is a dynamic road material that can create almost unlimited amount variations. Use wit the awesome EasyRoads3D or Easyroads3D Free It has variables to add water for if its raining, snow, moss. The moss can be coloured to simulate dirt. Add variants of pot holes, cracks, damage and more. Then, there are many options to add road markings, assign its colours. All this gives an almost unlimited amount of possibilities. Can use diffuse, specular and parallax shaders. Id that wasn't enough theres even a script that makes it easy to change the snow, wetness, moss and ice levels at runtime from your code. https://www.assetstore.unity3d.com/en/#!/content/33414
  3. Mesh Fade without transparent material

    Hi, has anyone tried fading mesh without transparent material? I have many meshes i'd like to fade once, it would be a weird solution to redo all material just for this small effect. Has anyone tried anything similar? Thanks
  4. Hello, Here is a simple script for blinking the material object and to see the object in the black . How to use: Added script on the object which the mesh renderer and create a new material self-illumin. Put the main material of the object in difmaterial and the material self-illumin in lightmaterial. //Blinking Material Object// var difMaterial : Material; var lightMaterial : Material; var timer : float; var WaitTime : float = 0.5; var ResetPoint : float; function Start () { ResetPoint = WaitTime * 2; } function Update () { timer += Time.deltaTime; if(timer < WaitTime) { renderer.material = difMaterial; } if(timer > WaitTime) { renderer.material = lightMaterial; } if(timer > ResetPoint) { timer = 0; } } or on a gameObject different which does not contain mesh renderer with this script //Blinking Material Object// var objectModel : GameObject; var difMaterial : Material; var lightMaterial : Material; var timer : float; var WaitTime : float = 0.5; var ResetPoint : float; function Start () { ResetPoint = WaitTime * 2; } function Update () { timer += Time.deltaTime; if(timer < WaitTime) { objectModel.renderer.material = difMaterial; } if(timer > WaitTime) { objectModel.renderer.material = lightMaterial; } if(timer > ResetPoint) { timer = 0; } }
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