Blast And Shots Pack View on Asset Store (opens in new tab)

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

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$19.99 on

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Blast And Shots Pack

by Dmitry Andreev (opens in new tab)

5.0 / 5 · 4 ratings

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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

Price $29.99

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Price history

Last 6 months

USD
Price history for Blast And Shots Pack, 6 months Current $29.99; lowest $19.99; highest $29.99 in this period. $0 $25 $50 Jun Jul Aug Sep Oct Nov Version 2.0 released 12 Oct 2026 v2.0

Asset preview

1 / 19

Blast And Shots Pack screenshot 1

Blast And Shots Pack screenshot 1

About this asset

Sci-fi or fantasy weapons, energy shields, hit effects and mesh destruction for URP.

WebGL Simple Demo

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

Render pipelines supported in each Unity version
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.