Modular Dungeon Catacombs - Mobile

High-quality, semi-realistic 3D environment art package for games and 3D applications version 2.1. Little to no photo source material as most textures are made using Substance Designer or hand-painted. Assets are well optimized as 4k atlases make it light for GPU and memory while prefabs contain at least 4 LOD levels.


Follow the development thread for more info and possible new resources/updates: Development Thread or Development Thread 2


Compatibility


The main pipeline used is the Built-in Render Pipeline, containing URP and HDRP conversion packages inside. URP and HDRP are supported and tested.


Main texture workflow: Standard metalness shader workflow. Merged maps for the metalness/AO/Gloss.


  • (TFS - Toby foliage shader - "basic") is a new lightweight, fast, and simple shader for vegetation made in the Amplify Shader editor. *Read more in the "releases" tab.

Features and version updates:


• Features


• PBR materials and 4k texture atlases, light for GPU and memory

• Cliff and rock meshes with 4 LOD levels

• Cave meshes

• 425 prefabs total (optimized meshes, merge prefabs, and more)

• 306 models

• A variety of ground tiles

• 2 fire effects made in Amplify shader

• 17 Amplify shaders

• Editable amplify shaders:


- Grass Foliage

- Leaves Fast

- Simple Coverage Moss

- Simple Coverage

- Snow Foliage

- Standard (Tessellation)

- Standard Decal

- Torch Flame

- Waving Double Pass Edit (terrain grass shader)

- 3 New (TFS basic) foliage shaders: grass, bark, and leaves (Includes simple billboard shaders)


• Mesh and ground splats

• 5 trees and 52 plants

• 14 decals

• All trees and plants have fast yet realistic wind and shading

• 3 Example scenes (vegetation scene with 3 biomes)


General Information


For questions follow the thread or contact me via email: florianalexandru05@gmail.com


Notes*


* In HDRP, volumes have colliders, this might be a problem for first-person characters so it's recommended to replace them with box volumes instead!

* Change Layer to "Default" instead of "Player" in "Environment_Interior" and apply it to all its children!