Laser Shots-Advanced vfx
Additive or Alpha. ... Textured particles: sparks, stars, snowflakes, flame strands ... Trail renderers behind the projectiles EP_Bolt Lightning bolts (line renderers) EP_Lava
by Game HUB
Price History +
Demo controls
- Select and fire an effect
- Space / Fire button
- Fire
- Left mouse button
- Fire at the clicked point
- Left / Right, Prev / Next buttons
- Previous / next effect
- Tab / Auto button
- Auto-fire on or off
- Textture size: 512 B/W 512
- Texture type: Default
- Texture shape: 2D
Five ready-to-use magic projectiles: Lightning Bolt, Fireball, Frost Shard, Arcane Comet and Magic Ring. Each one has a muzzle flash and a hit effect, so there are 15 prefabs in all. A projectile flies, detects what it hits and plays its hit effect on the surface. The same prefabs and materials work in Built-in, URP and HDRP.
Compatibility
Built-in
- Supported. Tested.
URP
- Supported. Tested; the demo scene is made in URP.
HDRP
- Supported. Add EP Pipeline Intensity to the scene and raise Intensity if the effects look dim.
Nothing needs converting: the effects and the demo scene's materials use the pack's own shaders, so they never turn pink in any pipeline.
3. Installation
Import the package. Everything goes into Assets/ElementalProjectilesVFX.
Open Scenes/EP_Demo.unity and press Play.
For the glow, turn on HDR and add Bloom with your pipeline's post-processing.
Shaders
All shaders are in Shaders/ under Elemental Projectiles/ in the material shader menu. They are unlit, glow with HDR colors, and work in Built-in, URP and HDRP.
Shader
Used for
- EP_Lit
- Lit or Unlit surfaces (demo floor and walls) for Built-in, URP and HDRP. Tick Unlit to skip lighting. Same property names as URP/Lit.
- EP_Projectile
- Reusable energy shader for your own effects: color, emission, noise distortion, fresnel edge, dissolve, pulse. Additive or Alpha.
- EP_Glow
- Soft glows, cores, flashes and halos
- EP_Sprite
- Textured particles: sparks, stars, snowflakes, flame strands
- EP_Trail
- Trail renderers behind the projectiles
- EP_Bolt
- Lightning bolts (line renderers)
- EP_Lava
- Molten cracked sphere (fireball and arcane cores)
- EP_Puff
- Flame and energy puffs that erode as they fade
- EP_Smoke
- Lit-looking smoke with an inner glow
- EP_Ring
- Rings and shockwaves
- EP_Crystal
- Ice crystal and shards
Every shader has Intensity (brightness) and Depth Offset (draws the effect closer to the camera so hits don't sink into walls).
Change a color
Edit the HDR colors on the material (Color, Core/Hot Color). Values above 1 glow with bloom. Duplicate the material to make a new variant.
Brighter or dimmer
Material → Intensity
Bigger or smaller effect
Scale the prefab root
Faster or slower projectile
EP Projectile → Speed, Max Distance
Homing projectile
EP Projectile → Target and Homing Turn Speed
Hit sinks into walls
Raise Depth Offset on the material, or Hit Surface Offset on EP Projectile
More or thicker lightning
EP Lightning Arc → Bolt Count, Width, Forks Per Bolt, Jitter
Fire color
M_EP_Fire_Tendrils and M_EP_Fire_Lava colors
Smoke tone
EP_Smoke material → Lit Color, Shadow Color, Opacity
Fewer particles (mobile)
Lower the Emission rates, and turn off the Light children and the spark Collision module
Dissolve from code
material.SetFloat("_DissolveAmount", t) on EP_Projectile materials (0 = solid, 1 = gone)