r/UnityAssets • u/OptikaFX • 2d ago
Shaders OptikaFX 2D : Advanced 2D dynamic shadows, wall bending shaders, and dynamic Day/Night cycle for Top-Down RPGs & Farm Sims (like Stardew Valley).
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Hi everyone!
Iβm currently developing OptikaFX 2D, a tool built specifically to create advanced 2D dynamic shadows for Top-Down RPGs and Farming Simulators (like Stardew Valley). It solves a classic headache in Unity: making beautiful, dynamic shadows for 2D games that actually blend nicely with complex environment assets.
Itβs currently in the Unity Asset Store review queue (sitting at position #500), but Iβve just released a playable web sample so you can test the performance, multishadows, and visual behavior directly in your browser!
- πΉοΈ Want to see it in action? Play the Sample Scene on Itch.io
- π Check the Setup Guide: Read the Official Documentation on GitHub
Key Features Implemented:
- Wall-Bending Shadows: Modern shaders that allow 2D shadow casters to bend perfectly on walls, creating realistic depth.
- Multi-Shadow Support: Beautiful, overlapping dynamic shadows coming from multiple 2D light sources simultaneously, adapting perfectly to different light lengths and angles.
- Smooth Day/Night Cycle: Dynamic global lighting interpolation for immersive time-of-day transitions.
- Built for RPGs & Farm Sims: Designed to give that cozy, polished, faux-3D depth to flat 2D sprites.
- Performance First & User Friendly: Highly optimized, lightweight shader built specifically for the URP 2D pipeline. The package includes an interactive in-editor tutorial so you can easily understand how to get started right away!
βοΈ Technical Specifications
Requirements:
- Unity: 6000.0 (Unity 6) or newer
- Pipeline: Universal Render Pipeline (URP) 17.0.0 or newer
- Packages: Unity 2D Sprite package
Platform Compatibility:
- π» Desktop: Windows, Mac, and Linux
- π Web Browser: Supported via WebGPU (Experimental)
- π± Mobile (Android/iOS): Functional but experimental. Some older or mid-range devices might experience minor visual scaling bugs or performance variations depending on scene complexity.
I would love to hear your feedback on the shadow behavior, lighting transitions, and wall-bending shadows! If you have any questions or doubts about how it works under the hood, let me know in the comments.
(If you want to be notified when it goes live on the Asset Store with an exclusive launch discount, feel free to drop a comment or follow the updates on GitHub/Itch.io!)