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 +

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.

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)