Shield vfx – Advanced Fire Dome
Position its root at the ground impact point. ... BeastFireDome_VFX: charged orb, orbiting shards, ground slam, double-layer dome, ... Includes six color variants in Prefabs/Variants2.
by Game HUB
Price History +
Requirements
Unity 6 (6000.0+) with Universal Render Pipeline (URP 17+). Built-in Render Pipeline and HDRP are not supported. The demo showcase requires Unity UI (com.unity.ugui).
Materials/ effect materials, Beast/, Variants1/, Variants2/, Demo
Textures/ noise, gradient, masks, fire puff / flame tongue sheets, crack and scorch decals
Meshes/ dome and sphere meshes, Beast/ void shard bands
Textures: 1024 B/W 1024
1. Open your Unity project. Select Assets > Import Package > Custom Package, choose the supplied .unitypackage file, and click Import with all package assets selected.
2. Open Scene/DemoScene.unity in the imported package and press Play to view the effects.
3. Drag a prefab from Prefabs, Prefabs/Variants1, or Prefabs/Variants2 into your scene. Position its root at the ground impact point. Enable Play On Enable for automatic playback.
4. For glow, enable HDR and camera post-processing, then assign Scene/FireDome_VolumeProfile.asset to a global Volume. Enable Camera Opaque Texture for heat haze.
Play from code
Reference the GroundSlamVFX.GroundSlamEffect component on the prefab root. Disable Play On Enable when triggering the effect from code. With a component reference named effect, use:
effect.Play();
effect.Stop();
Included effects
FireDome_VFX: fire orb, impact ring, flame dome, smoke, embers, and ground cracks. Includes six color variants in Prefabs/Variants1.
BeastFireDome_VFX: charged orb, orbiting shards, ground slam, double-layer dome, collapse, and scorch ring. Includes six color variants in Prefabs/Variants2.