Huge and highly diverse set of advanced VFX to supercharge your game. Includes advanced shaders made in Shader Graph.
For more detail this asset from the Unity Asset Store: Click Here
This is a paid asset, but now you can download the “UNI VFX: Ultimate pack for Visual Effect Graph” for FREE. Please keep in mind that this package is provided only for learning purposes or to test before buying the product, NOT FOR COMMERCIAL PURPOSES.
UNI VFX: Ultimate pack for Visual Effect Graph v1.0.1
“If possible, please buy the package to support the developer”
Description
✨ UNI VFX
UNIversal visual effects for Unity URP
Uses highly performant GPU particle systems made in Visual Effect Graph.
Includes special effects for shields, dissolve and characters.
Super easily customisable VFX without the need to ever enter the Visual Effect Graph Editor.
Uses (VFX) Events – one Game Object stores multiple effects which can be triggered via C# or Visual Scripting.
A total of 145 VFX Events (not including ‘stop’ events), 96 Prefabs, 114 Textures and 48 Meshes optimized for VFX. Full content breakdown in the ‘Technical details’ below.
Contains the following packs:
Essentials
Shields & Defense
Dissolve & Teleport
Missiles & Explosions
Characters & Artifacts
❓ What are (VFX) Events?
Think of the Barrier effect, for example. It has these events/effects: create, loop, hit, end and stop. In this case, you start with the ‘create’ event, which then automatically continues with the ‘loop’ event. Each time the Barrier is damaged you send the ‘hit’ event that displays the corresponding effect. When the barrier expires, send an ‘end’ event that plays the final effect and stops the ‘loop’.
✔️ Let’s have a look at the details:
Important properties are exposed so you can change color, spawn rate, pattern texture etc. directly in the Inspector.
Uses HDR colors – in combination with Bloom (Post Processing Effect), you have full control over the glow amount.
Where appropriate, world-space is used so moving objects or characters leave trails and particles behind.
Has optimized meshes to reduce overdraw.
Utilizes custom uber effect shader made in Shader Graph for most VFX. Also uses custom shaders for Shields and Dissolve/Materialize.
Character VFX particles spawn directly on animated skinned mesh using a new feature in the Visual Effect Graph. Connecting your mesh is easily done in the Inspector.
1k textures with few exceptions used for tiny elements like sparks, embers etc.
⚙️ Requirements
Requires Unity 2021.3 or newer with Visual Effect Graph and Shader Graph. Install those via Package Manager before installing this Pack. If you just installed them, restart the editor before installing the VFX pack.
Works in URP. Visual Effect Graph has limited compatibility with mobile devices (including WebGL platform).
If the VFX doesn’t show up, it needs to be recompiled. This can be easily fixed by opening the VFX assets in UNI VFX\-Pack name-\Visual Effects. When opened in the Visual Effects Graph, the assets are forced to recompile. Alernatively, you can use ‘Edit → VFX → Rebuild all’ in the Editor’s top menu.
I tried to make everything self-explanatory but some of the effects are bit more complex. If something isn’t clear, the Manual in the UNI VFX folder should quickly bring you up to speed, or you can contact me directly: [email protected]
Shields work only in URP 3D projects. Intersection effect requires Depth texture enabled on the Universal Render Pipeline Asset.
Dissolve/Materialize shader supports: albedo, normal map, metalic and smoothness, ambient occlusion and emission. It doesn’t support transparency.
List of all effects and events
Essentials:
Missile – create, loop, hit, stop
Heal – create, loop, hit, stop
Teleport – in, out
Aura – create, loop, end, stop
Detonation – buildup, hit, stop
Pickup – loop, hit, stop
Melee – hit, crit
Barrier – create, loop, hit, end, stop
Leap – hit, loop, stop
Buff – buildup, loop, hit, stop
Shields & Defense:
Angelic Protection – create, loop, hit, end, stop
Shield Bubble – create, loop, hit, end, stop
Shield Dome – create, loop, hit, break, end, stop
Arc Shield – create, loop, hit, end, stop
Patterned Shield – create, loop, hit, break, end, stop
Area Defense – create, loop, hit, break, end, stop
Defensive Energies – create, loop, end, stop
Deflection – hit, crit
Dissolve & Teleport:
Energy DM – in, out
Patterned DM – in-bottom, out-top, in-top, out-bottom
Lines DM – in, out
Smoke DM – in, out
Abrupt DM – in, out
Wormhole – create, loop, hit, end, stop
Teleport – create, loop, hit, end, stop
Gateway – create, loop, hit, end, stop
Missiles & Explosions:
Orb – buildup, create, loop, hit, stop
Razor Missile – create, loop, hit, stop
Sweeping Wave – create, loop, hit, end, stop
Comet – create, loop, hit, stop
Lightning Spear – buildup, create, loop, hit, stop
Onslaught – buildup, hit, stop
Crushing Pull – create, loop, hit, stop
Outburst – create, loop, hit, stop
Mark of Death – create, loop, hit, stop
Strafe – create, loop, hit, stop
Characters & Artifacts:
Rage – create, loop, end, stop
Arcane Protection – create, loop, hit, end, stop
Destructive Elements – create, loop, end, stop
Energize – create, loop, end, stop
Encouragement – create, loop, end, stop
Mist – create, loop, end, stop
Blessing – create, loop, end, stop
Level Up – hit, crit
Malediction – create, loop, hit, end, stop
Touch of the Dead – create, loop, end, stop
The ‘Stop’ event stops the generation of new particles without abruptly removing existing ones. There are at least two prefabs per effect with different appereance.
48 Meshes optimized for VFX
114 unique textures. 91 of them have 1024px width. Smaller textures are used for tiny elements like sparks, embers etc.