AsgineVFX
AsgineVFX is a GPU-powered VFX authoring system for Unity 6 URP and HDRP. Create, animate, scale, reuse, and share polished particles, beams, and trails through direct visual workflows.
by Assasine03
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AsgineVFX is a complete GPU-powered visual-effects authoring system for Unity 6 URP and HDRP, built to make polished VFX fast to create, visual to edit, and approachable without sacrificing control.
Artists and developers work through focused custom inspectors, direct Scene-view controls, visual property curves, particle emitters, beams, trails, sequences, zones, and reusable emitter variants instead of assembling everyday effects through a large node graph.
The particle workflow covers emission, shapes, direction and spread, motion, randomized values, flipbooks, rendering, collision, chained execution, and event-driven behavior. Configurable prewarm can build an emitter state by seconds or particle-lifetime percentage, while the per-particle Time Scale Curve adjusts simulation speed over normalized lifetime.
AS Property Transformer components and reusable assets provide non-destructive whole-effect spatial scaling. Particle size curves, randomized size, emission shapes, offsets, speed, acceleration, Z offset, and execution offsets can scale together without manually rebuilding every emitter.
Emitter Variants allow a reusable base emitter to feed future changes into related effects while preserving deliberately overridden properties. This makes it practical to maintain families of effects without duplicating and manually synchronizing every value.
Beams and trails share the direct authoring workflow and support custom materials, ribbon-aware UV mapping, texture scrolling, width curves, sorting controls, and Scene-view handles. Particle Zones can target all emitters, a Unity tag, or an explicit emitter selection.
Custom Materials, Shader Graph support, AsgineVFX Shader Graph nodes, and included editable shader foundations let advanced users extend the visual result while retaining the same authoring workflow. URP uses the AS Particle Render Feature; HDRP uses an automatically registered Custom Pass for particles, beams, trails, and shared glow.
For URP 2D projects, AsgineVFX integrates with Unity Sorting Layers and Order in Layer while retaining the visual appearance of its standard renderer. The standard rendering workflow is available for both 2D and 3D effects; native Unity 2D Renderer integration is URP-specific.
Effects can be exported as portable .asg files for reuse, organization, collaboration, and distribution. Existing runtime effects remain usable independently of the compiled Editor authoring workflow.
AsgineVFX is primarily an authoring tool rather than a large pre-made VFX library. A demo scene, sample effects, documentation, editable materials, shader foundations, and workflow examples are included.