<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Assets on Max Kruf</title><link>https://maxkruf.com/category/assets/</link><description>Recent content in Assets on Max Kruf</description><generator>Hugo</generator><language>en</language><lastBuildDate>Thu, 08 Jul 2021 20:23:59 +0000</lastBuildDate><atom:link href="https://maxkruf.com/category/assets/index.xml" rel="self" type="application/rss+xml"/><item><title>TAO - Scene Debug Viewer</title><link>https://maxkruf.com/tao-scene-debug-viewer/</link><pubDate>Fri, 02 Apr 2021 18:29:49 +0000</pubDate><guid>https://maxkruf.com/tao-scene-debug-viewer/</guid><description>&lt;p&gt;A small debugging tool to draw the editor scene with replacement shaders. This can be helpful when blocking out a level or finding issues within the scene.&lt;/p&gt;
&lt;p&gt;&lt;img src="https://maxkruf.com/wp-content/uploads/2021/04/SDV_01.gif" alt="" loading="lazy"&gt;&lt;/p&gt;
&lt;h2 id="features"&gt;&lt;a href="https://github.com/maxartz15/SceneDebugViewer#features" rel="noopener"&gt;&lt;/a&gt;Features&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;User presets
&lt;ul&gt;
&lt;li&gt;Shader and parameter configuration&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Included examples
&lt;ul&gt;
&lt;li&gt;Base color&lt;/li&gt;
&lt;li&gt;Triplanar grid (lit and unlit)&lt;/li&gt;
&lt;li&gt;World and object space normals&lt;/li&gt;
&lt;li&gt;Overdraw&lt;/li&gt;
&lt;li&gt;UV checker&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;div class="gallery"&gt;&lt;img src="https://maxkruf.com/wp-content/uploads/2021/04/Overdraw_01.png" alt="" loading="lazy"&gt;
&lt;img src="https://maxkruf.com/wp-content/uploads/2021/04/UV_01.png" alt="" loading="lazy"&gt;
&lt;img src="https://maxkruf.com/wp-content/uploads/2021/04/WorldSpaceNormals_01.png" alt="" loading="lazy"&gt;&lt;/div&gt;

&lt;div class="buttons"&gt;&lt;a href="https://github.com/maxartz15/SceneDebugViewer" rel="noopener"&gt;GitHub&lt;/a&gt;&lt;/div&gt;</description></item><item><title>TAO - Vertex Animation</title><link>https://maxkruf.com/tao-vertex-animation/</link><pubDate>Mon, 04 Jan 2021 16:06:00 +0000</pubDate><guid>https://maxkruf.com/tao-vertex-animation/</guid><description>&lt;p&gt;The vertex animation package is a solution with the goal of having thousands of units on screen at the same time, each one controlled by its own animation state.&lt;/p&gt;
&lt;h2 id="project-details"&gt;Project Details&lt;/h2&gt;
&lt;p&gt;&lt;img src="https://maxkruf.com/wp-content/uploads/2021/01/SampleAssets_01.gif" alt="" loading="lazy"&gt;&lt;/p&gt;
&lt;p&gt;I worked on this project while I was part of the Tech Art Outsource team. This tool was build for project &lt;a href="https://store.steampowered.com/app/1517150/Project_Castle/" rel="noopener"&gt;Castle&lt;/a&gt;, it&amp;rsquo;s a game where thousands of units are on the screen at the same time. To render all of these on screen they needed an effective solution. This project was already using Unity DOTS, so this was the perfect opportunity to get started with this and utilize the &amp;ldquo;performance by default&amp;rdquo; technology.&lt;/p&gt;</description></item><item><title>TAO - Landscape Material</title><link>https://maxkruf.com/tao-landscape-material/</link><pubDate>Wed, 18 Nov 2020 00:15:00 +0000</pubDate><guid>https://maxkruf.com/tao-landscape-material/</guid><description>&lt;p&gt;An interactive landscape material/shader for Unreal Engine 4.&lt;/p&gt;
&lt;div class="video"&gt;&lt;iframe src="https://www.youtube-nocookie.com/embed/feQLNHaRfPI" title="YouTube video" loading="lazy" allow="encrypted-media; picture-in-picture; fullscreen" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen&gt;&lt;/iframe&gt;&lt;/div&gt;

&lt;h2 id="project-details"&gt;Project Details&lt;/h2&gt;
&lt;p&gt;The shader was initially developed during the prototype phase for the game Til Nord. They needed a shader where the vehicle and other objects interact with the snow on the terrain. During development the shader got build into an generic landscape shader that could be used for all kinds of terrain types. This resulted in project Arid using it as well.&lt;/p&gt;</description></item><item><title>TAO - Texture Combiner</title><link>https://maxkruf.com/texturecombiner/</link><pubDate>Sun, 01 Nov 2020 23:05:00 +0000</pubDate><guid>https://maxkruf.com/texturecombiner/</guid><description>&lt;p&gt;A tool to quickly combine multiple textures into one. It is available for &lt;a href="https://play.maxartz15.com/TextureCombiner/" rel="noopener"&gt;WebGL&lt;/a&gt; and &lt;a href="https://github.com/maxartz15/TextureCombiner/releases" rel="noopener"&gt;Windows&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;This tool was made during development of the landscape shader. This shader used packed textures to reduce the amount of samples needed. In order to allow the end-users to quickly create their own packed textures I created this tool. Now anyone on the team can use the tool without having other photo manipulation software installed on their machine.&lt;/p&gt;</description></item><item><title>MA_Parallaxing</title><link>https://maxkruf.com/ma_parallaxing/</link><pubDate>Mon, 17 Feb 2020 03:12:00 +0000</pubDate><guid>https://maxkruf.com/ma_parallaxing/</guid><description>&lt;p&gt;A tool to setup parallaxing and culling for sprites in Unity.&lt;/p&gt;
&lt;div class="buttons"&gt;&lt;a href="https://github.com/maxartz15/MA_Parallaxing" rel="noopener"&gt;GitHub&lt;/a&gt;&lt;/div&gt;</description></item><item><title>MA_TextureAtlas</title><link>https://maxkruf.com/ma_textureatlas/</link><pubDate>Fri, 27 Apr 2018 21:24:57 +0000</pubDate><guid>https://maxkruf.com/ma_textureatlas/</guid><description>&lt;p&gt;Texture atlas creator tool for Unity.&lt;br&gt;
This tool is made to combine textures and/or remap the UV’s for 3D models. The tool can also be used to make 2D sprite sheets. The visual editor gives you the ability to set and prioritize the sizes and positions in the texture atlas/sprite sheet.&lt;/p&gt;
&lt;div class="video"&gt;&lt;iframe src="https://www.youtube-nocookie.com/embed/PBRKlopkZP0" title="YouTube video" loading="lazy" allow="encrypted-media; picture-in-picture; fullscreen" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen&gt;&lt;/iframe&gt;&lt;/div&gt;

&lt;h2 id="project-details"&gt;Project Details&lt;/h2&gt;
&lt;p&gt;By having full control over the size and position of the textures that are being placed in the atlas you will never stand for surprises when exporting. This will cost some more time than auto-generating your texture atlases but you know whats going on and which models/textures are getting priority.&lt;/p&gt;</description></item><item><title>Unity HoloLens UI Shader</title><link>https://maxkruf.com/unity-hololens-ui-shader/</link><pubDate>Mon, 02 Oct 2017 22:47:36 +0000</pubDate><guid>https://maxkruf.com/unity-hololens-ui-shader/</guid><description>&lt;p&gt;&lt;img src="https://maxkruf.com/wp-content/uploads/2017/10/MA_MSUI_01.png" alt="" loading="lazy"&gt;&lt;/p&gt;
&lt;p&gt;When building for the Microsoft HoloLens there are a lot of new opportunities, challenges and designs when it comes to building a User Interface. But at the moment the field of view is quite limited and you (or at least I) don&amp;rsquo;t want to &amp;lsquo;cut off&amp;rsquo; to many visuals on my screen. By cutting of visuals the view looks even smaller as you can see the &amp;lsquo;borders&amp;rsquo; of the screen, this creates a narrow feeling. To reduce this I have looked at what Microsoft did for their UI designs.&lt;/p&gt;</description></item><item><title>Unity Unlit Terrain Shader</title><link>https://maxkruf.com/unity-unlit-terrain-shader/</link><pubDate>Wed, 23 Aug 2017 20:55:40 +0000</pubDate><guid>https://maxkruf.com/unity-unlit-terrain-shader/</guid><description>&lt;p&gt;A basic unlit terrain shader for unity, it can handle up to 4 different textures.&lt;/p&gt;
&lt;p&gt;The shader is made with Shader Sandwich. And here are some screenshots from a Unity terrain with the unlit shader.&lt;/p&gt;
&lt;p&gt;&lt;img src="https://maxkruf.com/wp-content/uploads/2017/08/UnlitTerrain4T-0.png" alt="Unity UnlitTerrain4T-1" loading="lazy"&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src="https://maxkruf.com/wp-content/uploads/2017/08/UnlitTerrain4T-1.png" alt="Unity UnlitTerrain4T-1" loading="lazy"&gt;&lt;/p&gt;
&lt;div class="buttons"&gt;&lt;a href="http://download.maxartz15.com/MA_UnlitTerrain4T-1.0.unitypackage" rel="noopener"&gt;Download Project Files&lt;/a&gt;
&lt;a href="https://download.maxartz15.com/TerrainShaders.unitypackage" rel="noopener"&gt;Download Project Files v2&lt;/a&gt;&lt;/div&gt;</description></item><item><title>5 unique mountain stones</title><link>https://maxkruf.com/5-unique-mountain-stones/</link><pubDate>Fri, 14 Oct 2016 22:12:08 +0000</pubDate><guid>https://maxkruf.com/5-unique-mountain-stones/</guid><description>&lt;p&gt;&lt;img src="https://maxkruf.com/wp-content/uploads/2017/08/5UniqueMountainStones-7.png" alt="" loading="lazy"&gt;&lt;/p&gt;
&lt;p&gt;Photoscanned and optimized for games.&lt;br&gt;
3 mountain crystals, 1 fossil and 1 green stone&lt;/p&gt;
&lt;p&gt;5 Models&lt;br&gt;
3 LOD&amp;rsquo;s&lt;br&gt;
4K Textures&lt;br&gt;
PNG&lt;/p&gt;
&lt;p&gt;Albedo, Specular, Occlusion and Normal maps&lt;/p&gt;
&lt;p&gt;Additional shader for the stones to make them &amp;lsquo;pop&amp;rsquo; a bit more. Made with Shader Sandwich!&lt;br&gt;
(ofcourse you can use them without the shader!)&lt;/p&gt;</description></item><item><title>Basic Unity Multiplayer Base Building System</title><link>https://maxkruf.com/basic-unity-multiplayer-base-builing-system/</link><pubDate>Mon, 04 Jan 2016 12:44:58 +0000</pubDate><guid>https://maxkruf.com/basic-unity-multiplayer-base-builing-system/</guid><description>&lt;div class="video"&gt;&lt;iframe src="https://www.youtube-nocookie.com/embed/LbGMwTVI2Ws" title="YouTube video" loading="lazy" allow="encrypted-media; picture-in-picture; fullscreen" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen&gt;&lt;/iframe&gt;&lt;/div&gt;

&lt;p&gt;This is a basic unity base building system, I made it to practice with (the new) Unity Unet networking.&lt;/p&gt;
&lt;p&gt;It generates a UI with some options to build. Also you can&amp;rsquo;t build where somebody else is building and the buildings are synced to the host so when somebody joins later they will be in the same world.&lt;/p&gt;</description></item></channel></rss>