PhaseWarp URP: 3D Environment Swapper
Unlike fragile, node-heavy shader setups, PhaseWarp relies on a clean global C# architecture. ... Key Highlights: ... This package provides the code, shaders, and architectural framework.
by CoreStruct Assets
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Technical details Pipeline Compatibility: Universal Render Pipeline (URP) Only Dependencies: None (100% self-contained codebase)
Core Components Included:
- 1 Master C# Controller (SphereTransitionController): Drives the animation curve and global GPU property broadcasts.
- 1 Physics Manager (TransitionColliderManager): Automatically syncs modular level colliders with the visual transition boundary.
- 1 Custom HLSL Surface Shader (WorldSphereDissolveURP): A fully featured PBR shader with edge-glow emission, procedural noise dissolve, and dynamic Level A/B phase switching.
- 1 Energy Boundary Shader (BoundaryEnergyURP): An optional 3D visual energy shell that scales perfectly with the mathematical cut-line.
- 1 Shader Graph Sub-Graph (WorldSphereTransitionMask): A drop-in node to instantly add the transition logic to your own custom Shader Graphs.
- Custom Editor Tools: Includes a top-bar menu to quickly generate demo scenes, toggle post-processing, and flush GPU memory during debugging.
PhaseWarp URP is a robust, code-first environment swapping system designed for developers building dimension-hopping adventures, dual-world puzzle games, and dynamic sci-fi transitions.
Unlike fragile, node-heavy shader setups, PhaseWarp relies on a clean global C# architecture. A single master controller broadcasts transition coordinates directly to the GPU's memory, allowing unlimited materials and objects to react instantly without heavy Update loops or manual array assignments.
Key Highlights:
- Unified HLSL Architecture: Both your Level A (outside) and Level B (inside) environments use the exact same custom URP shader, preventing node inversion bugs and ensuring perfect visual synchronization.
- Physics Synchronization: The included TransitionColliderManager dynamically enables and disables your modular level colliders based on the sphere's radius, ensuring players can never walk on invisible ground.
- Custom Shader Ready: Built your own Toon or Cel shaders? We’ve included a drop-in Shader Graph Sub-Graph and an HLSL Include file so you can easily wire the transition math into your project's unique art direction.
- Bring Your Own Art (BYOT): This framework is completely modular and asset-agnostic. It applies cleanly to any custom level geometry, primitive shapes, or modular prefabs you drop into your scene.
Note: The 3D models and textures shown in promotional materials are for demonstration purposes. This package provides the code, shaders, and architectural framework.