50 Arcane Shaders for Unity URP
One small HLSL file for the glyph and toon lighting. ... Every effect is one Shader Graph and one material. ... Both demo scenes are included, with a slider panel to try every setting live.
by Roam Moon
Price History +
- 50 Shader Graph materials in 5 groups: Rune, Magic, Aura, Portal, Soul
- Unity 6, Universal Render Pipeline. Works in Forward, Forward+, Deferred and Deferred+
- Patterns fit any mesh from its bounds (keep the object upright, turn it around Y as you like). Turn off Static Batching on objects that use them
- PBR inputs on every shader: Base Color, Metallic, Roughness, Normal, Occlusion and Emission, each with an optional map
- Toon Mix: blends PBR and toon lighting (Toon Steps, Toon Softness, Shade Color)
- Body Mix: keep your own texture or tint it with the effect color
- Common sliders: Amount, Width, Scale, Speed, Distortion, Frame Rate, Intensity, Rim, Ink, Displace, Opacity. A shader only shows the ones it uses
- Edge, Mid, Core and Accent colors support HDR for bloom
- Rune glyph effects and decal effects are projected without UVs, so no UV mapping is needed
- 27 included mask textures (packed data textures), plus 21 shared sub graphs
- One small HLSL file for the glyph and toon lighting. Everything else is Shader Graph
- 2 demo scenes (single duck with live sliders, and a gallery of all 50)
- Full PDF documentation and README
- Own render pipeline asset, renderer and volume for the demo scenes. Your project settings are restored when you leave the demo
50 Arcane Shaders is a set of 50 magic effects for the Universal Render Pipeline. Every effect is one Shader Graph and one material. Drop it on a mesh and it works, with no scripts and no setup.
The effects come in five groups of ten: Rune, Magic, Aura, Portal and Soul. Think glowing glyphs, a rune drawn stroke by stroke, spell charge and cast, holy and dark auras, portals and rifts, ghost veils and soul flames.
The patterns fit the size and height of your object, so the same material works on a character, a sphere, a cube or a prop. Every shader is also a normal PBR material, so you can use it as your base surface and let the effect sit on top. If you prefer a toon look, one slider blends the lighting from PBR to flat cel bands.
Animation is stepped like hand-drawn frames and can be set to smooth. Both demo scenes are included, with a slider panel to try every setting live.