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Blenderのスキルアップ。GameDev.tvのGDTVゲームアートバンドルコース(英語)
Venture underground into the dark mines and seek fortune!
Underground Adventure is a modular environment pack developed for first person games.
Combine ready-made tunnels and rooms together or create your own using base components.
◈ COMPATIBILITY ◈
Underground Adventure requires Unity URP 2019.4+
The Visual Effect Graph package is required for particle effects, it should be installed through the Package Manager.
Amplify Shader Editor can be used to edit our custom shaders but is not required to use them.
This pack works best with “SRP Batcher” disabled and “Dynamic Batching” enabled. Those settings can be found in the Universal Render Pipeline Asset, under the Advanced section.
◈ FEATURES ◈
• 227 base prefabs and 22 pre-assembled tiles prefabs
• Easily snap tunnels and rooms together, building your underground cave network
• Engineer structures with floor, panels, stairs, planks, ladders, ropes and various supports
• Place tables and tools as work stations
• Bring the environment to life with lots of plants and roots
• Add some grit to your scenes with torn rags
• Make it spooky with spiderwebs and skeletons
• Plants, rags and spiderwebs move softly in the wind
• Light up your levels with torches and lanterns
• Connect rails and use minecarts to transport rocks
• Use animated chests as loot boxes or for inventory
• Add some rock formations and rubbles
• Place glowing transparent crystals to dig
• Use ambient dust and fire particle effects
• Custom crystal, foliage and scaled UV shaders
• Custom Bokeh bloom texture for camera effect
• All prefabs have been setup with collisions
• Demo scene included
◈ Prefabs ◈
Prefabs have been saved into "Base" and "Tiles" folders. Base are individual prefab objects, Tiles are composed of multiple base prefabs.
Tunnels and Rooms can easily be snapped together using the "Grid and Snap" Unity feature with a Grid size set to "2.5".
The Grid and Snap panel can be accessed from "Edit > Grid and Snap Settings..." and can only be toggled on when the Tool Handle is set to "Global".
◈ 3D MESHES ◈
Collision meshes are not included in the triangle counts
• Crates_01.fbx - 4x models with 346 to 992 triangles
• Crystal_01.fbx - 3x models with 96 to 272 triangles
• Ground_01.fbx - 4x models with 174 to 905 triangles
• Hammer_01.fbx - 1x models with 352 triangles
• HangingHook_01.fbx - 1x models with 857 triangles
• Ladders_01.fbx - 5x models with 996 to 2120 triangles
• Lantern_01.fbx - 3x models with 38 to 520 triangles
• MineCart_01.fbx - 5x models with 124 to 1007 triangles
• Panels_01.fbx - 8x models with 290 to 644 triangles
• Pickaxe_01.fbx - 1x models with 404 triangles
• Planks_01.fbx - 16x models with 26 to 349 triangles
• Plants_01.fbx - 36x models with 4 to 116 triangles
• Rags_01.fbx - 19x models with 21 to 150 triangles
• Rails_01.fbx - 8x models with 234 to 1318 triangles
• Rocks_01.fbx - 26x models with 24 to 1030 triangles
• Rooms_01.fbx - 2x models with 2826 to 6050 triangles
• Roots_01.fbx - 3x models with 956 to 2908 triangles
• Rope_01.fbx - 4x models with 386 to 730 triangles
• Shovel_01.fbx - 1x models with 464 triangles
• Skeleton_01_Parts.fbx - 24x models with 46 to 3144 triangles
• Skeleton_01_Posed.fbx - 6x models with 218 to 8357 triangles
• SpiderWeb_01.fbx - 8x models with 19 to 74 triangles
• Stairs_01.fbx - 3x models with 80 to 1637 triangles
• Tables_01.fbx - 5x models with 282 to 1372 triangles
• Torch_01.fbx - 1x models with 296 triangles
• Tunnels_01.fbx - 14x models with 126 to 1154 triangles
• WoodSupport_01.fbx - 45x models with 82 to 2909 triangles
◈ TEXTURES ◈
• Bark_01 - 2048 x 2048 diffuse, metallic/smoothness, normal textures [Tiling]
• Bokeh_01 - 1280 x 720 texture used for the bloom Bokeh camera effect [Camera Effect]
• Crystal_01 Refraction - 2048 x 2048 normal texture [Tiling]
• Dust_01 - 512 x 512 diffuse texture used for the ambient dust particle system [Particle]
• Flame_01 - 2048 x 2048 diffuse texture used for the fire particle system [Particle] [Atlas]
• Glass_Illuminated_01 - Emissive material used for the lantern, no texture used
• Metal_Rusted_01 - 2048 x 2048 diffuse, metallic/smoothness, normal textures [Tiling]
• Metal_Rusted_02 - 2048 x 2048 diffuse, metallic/smoothness, normal textures [Tiling]
• Noise_01_Albedo - 512 x 512 noise texture used for the foliage shader [Tiling]
• Plants_01 - 2048 x 2048 diffuse texture [Atlas]
• Rags_01 - 2048 x 2048 diffuse, metallic/smoothness, normal textures [Atlas]
• Rock_01 - 2048 x 2048 diffuse, metallic/smoothness, normal textures [Tiling]
• Rock_02 - 2048 x 2048 diffuse, metallic/smoothness, normal textures [Tiling]
• Rope_01 - 1024 x 2048 diffuse, metallic/smoothness, normal textures [Tiling]
• Sand_01 - 2048 x 2048 diffuse, metallic/smoothness, normal textures [Tiling]
• Skeleton_01 - 2048 x 2048 diffuse, metallic/smoothness, normal textures
• SpiderWeb_01 - 2048 x 2048 diffuse textures [Atlas]
• WoodPlanks_01 - 2048 x 2048 diffuse, metallic/smoothness, normal textures [Tiling Vertically]
◈ MATERIALS ◈
• Bark_01.mat - URP Lit
• Crystal_01 Refraction.mat - Custom Shader
• Flame_01.mat - URP Particle Unlit
• Glass_Illuminated_01.mat - URP Lit
• Metal_Rusted_01.mat - URP Lit
• Metal_Rusted_02.mat - URP Lit
• Plants_01 Wind.mat - Custom Shader
• Plants_01.mat - URP Lit
• Rags_01 Floating.mat - Custom Shader
• Rags_01 NoAlpha.mat - URP Lit
• Rags_01.mat - URP Lit
• Rock_01.mat - URP Lit
• Rock_02 Scaled UV.mat - Custom Shader
• Rock_02.mat - URP Lit
• Rope_01.mat - URP Lit
• Sand_01 Scaled UV.mat - Custom Shader
• Sand_01.mat - URP Lit
• Skeleton_01.mat - URP Lit
• Sky Color.mat - URP Lit
• Skybox.mat - Skybox Cubemap
• SpiderWeb_01 Floating.mat - Custom Shader
• SpiderWeb_01.mat - URP Lit
• WoodPlanks_01.mat - URP Lit
◈ ANIMATIONS ◈
The following prefabs are animated:
• Crates - Closed, Opening, Opened
• Hanging Hook - Idle
• Ladders - Fixed, Idle
• Ropes - Fixed, Idle
◈ SHADERS ◈
• Crystal Refraction.shader - Used for all crystals, this shader features emission, rim light and distorted refraction
• Foliage Alpha.shader - Used for spiderwebs, this transparent shader features animated vertex offset to simulate the wind
• Foliage Cutout.shader - Alpha cutout variant of the Foliage Alpha shader
• PBR Scaled UV.shader - Used for rocks in the demo, this PBR shader features scaled UV based on the object scale, scaled up object will have their UV scaled up as well
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