those actually perfectly fit for my game which mostly uses 16x16 tileset
once again thank you for sharing those, be glad to see some paid post-apo assets
thank you for the response!
yeah, i'm using urp, unity version 6000.0.44f1. all my materials use sprite lit shaders. my lighting setup is a bit custom (i wrote it myself), but i don't think that should affect pixel replacement through shaders. also i should mention that i use volume
i tested it again in a fresh urp project with the same unity version — results r the same. the skin materials don’t work unless i set the range in the shader to 0.01. even then, some materials still feel like they're giving the wrong skin tone tho im not sure. and if i try values like 0.1 or anything smaller than 0.01 (like 0.001), it starts behaving really weird.
i’m not super deep into shader graph, but i’m guessing that range acts like a kind of threshold for color matching? either way, it’s inconsistent right now.
i actually dk what causes this strange behavior but i was planning to integrate your awesome assets (i also bought the eyes shaders both character and farm) so it better to work as intended without user modifications right
thanks for the response!
I bought both, and I'd like to use the Character Base as the foundation asset for my game. However, from what I understand, the Farmer Base includes a lot more outfits, designed specifically for that style. My question is: would at least some of those outfits work with basic animations like walking or running — the ones that both Character Base and Farmer Base have in common? Or are they incompatible and would require full redrawing to fit the Character Base?
hey so farmer base aint compatible with the character base and i have to use either character or farmer right?
what package do i take as a base if i want to have as many customizable outfits as possible?
i wont actually be using many anims from character, only combat, but anyways i still want to know if those two are somehow compatible