The asset was created in the built-in render pipeline but comes with an URP Upgrade package included. The particles use a mix of Unity's standard particle shaders and custom shaders made with Amplify Shader Editor. The pack relies on Bloom post-processing effects to look its best.
Effects Summary
The effects are sorted into three major categories (Combat / Environment / Interactive), each with sub-categories such as 'Barrage'. Each type of effect in these sub-categories usually have different color variants, styles, elemental themes and behaviors (looping/one-shot).
E.g., the Barrage effect has five types: 'Arrow', 'Shuriken', 'Bullet', 'Fireball', and 'Stone' barrage. Some of these have different color variants as well. Effects with color variants usually have blue, green, purple, red, and yellow.
All showcased missile effects come with matching muzzleflash and explosion effects, as well as sound effects.
Combat Effects
- Barrage (5 types)
- Beams (2 types)
- Damage (3 types)
- Death (2 types)
- Explosions (26 types)
- Explosions (Onomatopoeia/Text) (27 types)
- Fighting (12 types)
- Flamethrower (1 type)
- Magic (7 types)
- Missiles (23 types)
- Muzzleflash (20 types)
- Nova (2 types)
- Orbital (2 types)
- Regenerate (1 type)
- Stun (2 types)
- Sword (5 types)
Environment Effects
- Bubbles (4 types)
- Dust (1 type)
- Fire (7 types)
- Fireworks (2 types)
- Flowers (5 types)
- Insects (4 types)
- Leaves (2 types)
- Lightning (2 types)
- Liquid (7 types)
- Music (3 types)
- Smoke (6 types)
- Sparks (3 types)
- Sparkle (6 types)
- Stones (5 types)
- Weather (6 types)
Interactive Effects
- Balloons (2 types)
- Beamup (2 types)
- Confetti (5 types)
- Emojis (40 types)
- Jet (3 types)
- Loot (7 types)
- Mining (2 types)
- Money (3 types)
- Mouseclick (4 types)
- Movement (3 types)
- Portal (1 type)
- Powerbox (15 types)
- Regenerate (1 type)
- Rings (6 types)
- Speedboost (4 types)
- Status Icons (7 types)
- Symbols (5 types)
- Tornado (3 types)
- Zone (7 types)
Shaders
Shaders are made with Amplify Shader Editor. Most shaders increase Emission of the texture and have an option to Tint directly in the shader. Most of them are, however, hooked up to Vertex Color, so that each effect can have color animations directly in the Shuriken Particle System.
- Beam: Scrolls a beam texture
- BeamDouble: Scrolls two beam textures
- Disintegrate: Uses alpha erosion to 'disintegrate' textures/sprites
- Powerbox: This is for the powerup boxes. Makes it easy to swap with your own powerup icons and background images. You can customize colors of everything easily and adjust emission. The shader also have settings to rotate and bob the powerup box.
- RetroGlow: A simple texture that increases emission of the effect texture/spritesheets
- Target: Similar to powerup box, but is for a shootable target used in the demo
- TextGlow: Pans a glow/shine-type texture over the text effects
Textures
There is a total of 39 textures:
- 5 main atlases
- 18 general textures, some used for shaders and minor effects
- 16 individual powerup icon textures
Many effects in this pack use one or a few of the 5 main spritesheet atlases (sized from 256x512 to 512x512), thus limiting the need for multiple singular textures.
Since many of the textures are animated by hand, Texture Sheet Animation is used for many effects, making it more complicated to change the sprite or texture for each particle system.