Everything you see: from the particles, trails, outlines, fire, energy field, flamethrower, etc... is ONE shader (for Unity's URP) - and it's available now.
All these fire effects are rendered in realtime entirely (without using textures) by the same Unity URP shader. The asset release includes fully procedural lit smoke. #unity3d #gamedev #realtimevfx

Jan 10, 2025 · 1:22 PM UTC

Replying to @TheMirzaBeig
Fantastic, as always!
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Replying to @TheMirzaBeig
Great work, a must have! 🔥
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❤️ The actual shader graph in ASE.
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Replying to @TheMirzaBeig
These all look really cool. What kind of performance do you get with a lot of objects using this system at once? Say if you are using it for a bullet hell and can expect upwards of 100 bullets on the screen at a time.
Object count is largely irrelevant unless you're using complex meshes or the shader's tessellation feature (in which case, vertex count becomes a bottleneck). Otherwise, your most important factor for performance is screen coverage and overdraw. For example, there are already several hundreds of particles in that demo scene all using this shader, but they are small and rendered as quads. You could have thousands and it wouldn't be an issue unless those particles covered a large portion of a high-resolution screen, since that requires calculations for every pixel.
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Replying to @TheMirzaBeig
Looks outrageous! I'm in Brp, I see in the store your Ultimate Vfx package is also for Brp, score! You are doing the best work I can see.
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Replying to @TheMirzaBeig
Pretty kewl man