Spells Vfx-Advanced Vfx


Demo scene with Again / Prev / Next / Auto buttons, keyboard keys and click-to-cast. Compatibility Pipeline Status Built-in Supported. Tested. URP ... HDRP


by Game HUB


Price History +

Magic spells that play on the ground: Arcane Rune Circle, Crystal Shatter, Holy Sigil, Frost Swirl, Nature Rune Shatter, Water Glyph, Golden Crystal Starburst and Ice Wisp.

Unity version

Unity 6 (6000.3) or newer

Render pipelines

Built-in, URP and HDRP

Made with

Hand-written shaders + Shuriken particles (no Shader Graph or VFX Graph needed)

Input

Works with the Input System package or the old Input Manager.


Texture use:2D

Texture size : 1024 B/W 1024 

Alpha source: Input Texture alpha



Eight ready-to-use magic spells that play on the ground: Arcane Rune Circle, Crystal Shatter, Holy Sigil, Frost Swirl, Nature Rune Shatter, Water Glyph, Golden Crystal Starburst and Ice Wisp. Drop a prefab where the spell should appear: it plays once, about 3 seconds, and then cleans itself up. The same prefabs and materials work in Built-in, URP and HDRP.


8 complete spells, each one prefab: glowing ground glyphs, energy balls, shields, lightning, shards, smoke, flying debris and scorch marks, all timed together.

• Plays once and cleans up: no loops and no leftover objects. Turn off Destroy On Finish to pool spells.

• Animated glyphs: glyphs draw themselves in, flare, spin, flow, burn away into scorch marks, or thin out and pull back into the centre, all driven by each particle's age.

• Realistic energy ball: deep core, glowing rim and moving inner energy veins (Arcane and Crystal Shatter).

• Physical debris: broken floor slabs, rocks, ice pieces and shards fly out, land, settle and shrink away.

• Works anywhere: on flat ground or slopes (the prefab's up axis is the ground normal), at any scale.

• Demo scene with Again / Prev / Next / Auto buttons, keyboard keys and click-to-cast.


Compatibility

Pipeline

Status

Built-in

Supported. Tested.

URP

Supported. Tested; the demo scene is made in URP.

HDRP

Supported. If the spells look dim with physical exposure, add GS Pipeline Intensity to the scene and raise Intensity.

Nothing needs converting: the spells and the demo floor use the pack's own shaders, so they never turn pink in any pipeline.


Installation

• Import the package. Everything goes into Assets/GroundSpellsVFX.

• Open Scenes/GS_Demo.unity and press Play.

• For the glow, turn on HDR and add Bloom with your pipeline's post-processing. The demo uses Settings/GS_PostFX_URP.asset.