Additional compatibility information
The default pipeline is URP 6.3 (Works out of the box). To convert to URP + HDRP 6.0 and lower, install the necessary packages from the Root project folder -> Core -> Pipelines.
- Tested in Unity 6.0+, 6.3+, and above.
- (SRP 17+) is supported.
- Unity beta is functional but not officially supported.
- Versions lower than 6.0.71f1 have been discontinued and are not supported.
- Works in 6.5+
Description
Dwarven Expedition Pack includes a playable game demo showcasing its semi-realistic modular dungeon assets. Textures are mostly hand-painted or made in Substance Designer. Mix and match the modular pieces however you like to build all kinds of unique dungeons. The meshes and textures stay nice and optimized, so you get good performance without heavy poly counts.
Game Demo
Use a pickaxe to explore the dwarven dungeon and collect crystals in a puzzle-like game.
Features
- Interior-specific pack with a small outside scene
- PBR materials and 4K texture atlases
- Good optimization for mobile and pc
- Includes light optimization and cave occlusion systems
- Modular rocks and cliffs
- Vegetation assets: 9 grasses, 2 bushes, and 4 trees
- Around 300 prefabs (optimized meshes, merge prefabs, and more)
- A variety of ground and wall tiles
- 3 example scenes, including one playable game demo
- Original audio files: 20 sound files
- Various particles like dust, explosions and flames.
- Amplify Shaders:
- Animated Emission
- Cave Occlusion (POM)
- Custom Standard (POM)
- Crystal Glow
- Standard Decal (POM)
- Running Water + Reflections
- TTFE Foliage Shaders (non-editable in free version)
TTFE Limitations
- TTFE is designed to work with instancing; static batching is not supported.
- Free TTFE version: Shaders are locked (node functions removed) — upgrade for full Amplify editing.
- Shader Model 4.5+ required (Desktop / High-End Mobile).
- Mobile support: While mobile is functional, example scenes may be performance-intensive in certain cases — used mostly for testing on pc.
- Static batching is not supported for vegetation.
- Setting your prefabs to static will break the shader due to a lack of support for static batching. If you want to bake lighting, first bake and then uncheck static after you're finished.
- Cross-fading is not supported with instancing for now and will break instancing when enabled.
Most images rendered with HDRP!