Nine stylized shop buildings and a market street baked at dusk. One palette texture, two materials, glowing glass, exact mesh colliders, lightmap UVs, edge-to-edge slabs. Built-in, URP, HDRP.Nine shop buildings - a Bakery, a Casino, a Clothes Shop, a Cosmetics Shop, a Fast Food restaurant, a Gas Station, a Hotel, a Jewelry Store and a Pharmacy - and a demo market street that opens already baked at dusk, the shop windows lighting the pavement in front of them.Every shop is a prefab at scale 1, in metres, its pivot on the ground in the middle of its slab and its front facing -Z. Drop one into a scene and it is ready: a LOD group, a mesh collider, static flags for baked lighting.A STREET'S MODULEEvery shop stands on the same slab, 6.36 m square and 0.10 m tall. Place shops 6.3647 m apart and they stand edge to edge: nothing sticks out sideways, and where two slabs meet nothing flickers. Leave a gap of any width for an alley. Four shops have two storeys (7.87 to 8.07 m tall), five have one (4.91 to 4.96 m).ONE TEXTURE, TWO MATERIALSEverything is coloured from one palette: a 1024-pixel texture of 216 colour gradients. One material draws the shops; the second draws their glass, because the glass glows. Two draw calls a shop, 538 to 1,234 triangles. To recolour, change the palette.GLASS THAT GLOWS - OR DOES NOTEach shop's glass is a submesh of its own. At dusk it glows in the palette's own colour, and when you bake, the windows light the street in front of them. For a daytime scene, one menu turns the glow off: Tools > Polynest > Stylized Shops > Window Glow > Day (0). Dusk (1) turns it back on. It is one step of Undo and works in every pipeline.COLLIDERS THAT ARE THE MODELEach prefab's collider is a mesh collider on its own model - walls, glass, awnings, the canopy - so characters walk on the slab, stop at the walls and pass under the Gas Station's canopy into its open forecourt (2.81 m clear).BUILT-IN, URP AND HDRPThe two materials are pointed at the right shader for your project the first time the pack is imported, and one menu item does it again if you change pipeline. The package references neither URP nor HDRP, so it imports cleanly into a project that has neither.A DEMO STREETNine shops facing each other across a road, baked at dusk with the GPU lightmapper into one 1024 lightmap. It is built from the pack's own prefabs, so it is also a worked example of putting them together.GOOD TO KNOW- The shopfront doors are tall glazed doors, 2.81 m with their frame, as the author designed them; the shops keep the author's own scale, with storeys of 2.91 and 2.98 m.- With Stylized Village (sold separately): the two packs share their palette and stand on the same ground; the shops' ground-floor window heads line up with the Village houses' to within 7 cm. The Village's storey is 7 to 9 % taller and its house doors are 1.71 m. Each pack ships its own copy of the palette.- In daylight in the Built-in pipeline and URP, a glowing window adds to the sunlight and the palest windows wash out to white: use Window Glow > Day (0).- HDRP: the demo's baked light is not in physical units, so it opens darker; add a Volume with an Exposure override and rebake, as the guide explains. The prefabs and materials are ready in HDRP as they are.WHAT IT DOES NOT DOIt adds no code to your build: the one script it ships is an editor script, in an editor-only assembly, and it touches the pack's own two materials and nothing else. It needs no other package and changes nothing in your project: no settings, no layers, no tags.- 9 shop prefabs: Bakery, Casino, Clothes Shop, Cosmetics Shop, Fast Food, Gas Station, Hotel, Jewelry Store, Pharmacy- Every shop on the same 6.36 m square slab: they line up edge to edge into streets- Scale 1, metres, pivot on the ground, front facing -Z- One 1024 palette texture and two materials; two draw calls a shop- Glass in a submesh of its own that glows at dusk and lights the street when baked- Window Glow menu: Dusk (1) or Day (0), one step of Undo- Exact mesh colliders, including the Gas Station's open forecourt- Lightmap coordinates on every mesh; static flags set for baked lighting and occlusion- A LOD group on every prefab, culled at 0.5 % of the screen- Built-in, URP and HDRP from one set of materials, set up automatically on import- A demo market street, baked at dusk- No runtime code and no dependency on any other package


