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- #Unity assets bundle extractor plugins shader how to#
- #Unity assets bundle extractor plugins shader manual#
everything but a compiled WebPlayer, anyway. I've had to move all of my projects form one Unity installation to the other at least five times now and, along the way I have goofed up and lost the entire project folder and all of the resources for two or three of my games. There are no separate sliders per material.I have this very legitimate problem, too.Īs you know, Unity regularly comes up with newer versions and, if you're like me, you like to have the most recent one. If your asset has multiple materials, changes made in the plugin options will affect all of the materials at the same time.The same goes for when you reload the plugin. assetbundle, the plugin option tweaks are reset when you switch to another asset. The same goes for transparent materials (even if they use the Unity Standard shader). If you have materials on your prop that use something else than the Unity Standard shaders, that material will be skipped and left untouched.This is especially noticable when you have reflective materials. VaMs GI system does only work with a set of custom shaders, leaving all assets from Unity unaffected by the GI Sliders and the GI skybox. This is in some cases wanted, but results in lighting problems most of the time. VaM currently imports Materials in Asset Bundles with whatever shader you have defined in Unity. Reordered UI to match VaM UI (sliders left, colors right).
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#Unity assets bundle extractor plugins shader manual#
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#Unity assets bundle extractor plugins shader how to#
How to use (VaM 1.20, No download required as UnityAssetVamifier is included in VaM): Download .var from the Link below and put it in the AddonPackages folder in your VaM directory.Make sure you have at least VaM Version 1.19 (Beta Opt-in required).UnityAssetVamifier is a simple plugin to convert Materials used in Unity Asset Bundles (.assetbundle) from Unity default shaders (Roughness setup preferred) to the builtin VaM shader and expose the shader properties in the UI.
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