
Meet Watson — a stylish, ready-for-action character for Unity!Watson is a stylized, game-ready Victorian gentleman — perfect for mystery, detective, or steampunk-themed projects. Equipped with accessories like a cap, scarf, walking stick, and layered hair. Fully rigged to Unity’s Humanoid system with a matching animation set.Once a decorated field medic turned private investigator, Watson now walks foggy streets in search of truth buried beneath lies. With steady hands and sharper wit, he follows clues where others see only chaos — loyal to justice, guided by experience.Rig Type: Unity Humanoid (Mecanim)Format: FBXPoly Count: ~24766Includes Walking Stick as a separate propHigh-quality PBR textures (Albedo, Normal)alpha.png1024x1024alphahair_dif.png1024x1024body_dif_NoBeard.png2048x2048body_nm.png2048x2048cane_dif.png1024x1024cane_nm.png1024x1024clothes_difuse.png2048x2048clothes_nm.png2048x2048eye.png1024x1024fdifuse.png2048x2048hairbase_difuse.png2048x2048sharf1.png1024x1024raindrops.png2560x2560Optimized for mobile and desktop platformsdeadReady-to-use animations, including:Idle, Walk, Run. jump,deadboxing,Walk Turn,pack animationUnity version compatibility: 2019.4 LTS and aboveAll models use clean topology and low-poly optimizationPrefabs included for drag-and-drop useAccessories (separate meshes):Tweed-style capWool scarfWooden walking stickLayered hair (stylized strands)Optional monocle placeholdShader Overview: SuperShader.shaderThis shader is a customizable Surface Shader designed for rendering objects in Unity. It provides a set of flexible features for realistic and stylized visual output.Key Features:Configurable color, specular, and lighting parameters.Utilizes CGPROGRAM with support for lighting models like Lambert and BlinnPhong.Supports textures and material properties via exposed shader variables.Includes optimizations through #pragma directives (e.g. surface surf Lambert).Fully compatible with Unity lighting and global illumination (GI) systems.Includes a rain overlay effect configurable on top of the base texture, simulating water or rainfall impact dynamically.