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Package details
- Latest version
- 2.0
- Last updated
- First released
- Unity version
- 6000.0.41 or later
- Package size
- 43.0 MB
- Files
- 403
- Favorites
- 11
- Views in the past week
- 20
Price tracking
- Last checked
- Tracked since
- Lowest recorded
- $19.99 on
Keywords
Blast And Shots Pack
Bring your battles to life with stunning lasers, hits, explosions, shields and dynamic destruction. Ready-to-use VFX, prefabs, scripts, and shaders to boost any fantasy or sci-fi game
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Price history
Last 6 months
USDAsset preview
1 / 19
Blast And Shots Pack screenshot 1
About this asset
Sci-fi or fantasy weapons, energy shields, hit effects and mesh destruction for URP.
Version 2.0 is a full rewrite. Every effect runs on hand-written HLSL shaders and C# scripts. No VFX Graph, no Shader Graph, no compute shaders, no third-party code. The same effects run on desktop, mobile and WebGL2.
A weapon is a chain of parts: Weapon, Shot, Visual, Attachments, Impact Set, Impacts. Replace one part and keep the others. The Weapon Builder window shows the full chain with a live preview and makes a new weapon from any preset in one click.
WEAPONS
- 18 ready weapons: laser bolts, machine guns, plasma stars, fire and plasma rockets, fireballs, laser beams, electric arcs
- Fire modes: Single, Burst, Auto, Beam
- Several muzzles fire in turn, with a spread cone and a muzzle flash in the color of the shot
- Damage, speed and range multipliers per weapon
- Two calls to fire from player input, AI or Timeline: SetTrigger and FireOnce
SHOTS
- Projectiles use a sweep test, so fast shots do not pass through thin targets
- Beams follow the barrel every frame, deal damage in ticks and keep one looping impact at the hit point
- Attachments: rocket exhaust with flipbook fire and smoke, ribbon trail, flight loop sound
HIT EFFECTS
- Modular impacts: flash, sparks, spark ribbons, fireball, trails, shockwave, burn mark, point light, sound
- The Impact Set selects the effect by surface: Default, Shield or Hull
- Impacts stay on moving targets
- Burn marks are stamped on the GPU into a mask per target and stay on the hull
ENERGY SHIELDS
- 8 presets with Texture, Dots, Rings, Polygon and Fresnel looks
- Up to 8 hit waves at the same time, regeneration, collapse with dissolve and sparks
- Intersection glow, edge glow, vertex pulse, hit noise
- No material copies at runtime
DESTRUCTION
- Voronoi fracture baked in the Editor. No mesh cutting at runtime
- Big chunks with small splinters near the hit point. Up to 4 variants per mesh, and the hit point selects the variant
- GPU debris with one draw call per submesh, or physics fragments with Rigidbody
- Crack phase with glowing cut faces, then explosion and sparks on the largest fragments
- Your own shaders support GPU debris with one include and one function call
EDITOR TOOLS
- Weapon Builder: all slots of one weapon in one window, isolated preview with fire, loop, target and distance controls
- New Weapon From Prefab copies a weapon with its shot, impacts and materials into a new folder
- FX Preview plays weapons, shots, impacts, shields and destruction in the Scene view without Play Mode
- Color, size and alpha over life are Gradient and Curve fields on the material
PERFORMANCE
- Own stateless GPU particles: the shader computes every particle from one burst record
- GPU instancing: all shots with one material draw in one call per 64 instances
- Object pool for shots, impacts and debris. No garbage after prewarm
DEMO
- Space battle: 7 cannons against a ship with a shield and destruction
- First person shooting range: 10 weapons, moving targets with random shields and health bars
- Mouse, keyboard and touch controls
From the publisher's Asset Store listing.
Technical details
- Unity 6000.3 (tested on 6000.3.7f1), URP 17.3. Built-in RP and HDRP are not supported
- Platforms: DX11, DX12, Vulkan, Metal, GLES3, WebGL2
- No compute shaders, no VFX Graph, no Shader Graph
- 21 hand-written HLSL shaders with GPU instancing
- 18 weapon prefabs, 8 shield prefabs, impact and destruction prefabs
- 16 sound clips
- Full C# source code in Runtime and Editor assemblies. No third-party code
- Burn marks need a MeshCollider and a mesh with UV0 without overlaps
- Fracture: up to 64 fragments per variant. MeshRenderer only, SkinnedMeshRenderer is not supported
- The demo scenes need the Input System package. Runtime and Editor code does not
- Documentation: 8 files in the Documentation folder
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 6000.3.7f1 | Not listed | Compatible | Not listed |
| 6000.2.8f1 | Not listed | Compatible | Not listed |
| 6000.0.41f1 | Not listed | Compatible | Not listed |
tested only in URP
As listed on the Asset Store.