Elemental Surfaces - Interactive Environment Effects System - URP/HDRP View on Asset Store (opens in new tab)

Package details

Latest version
1.1.1
Last updated
First released
Unity version
6000.3.4 or later
Package size
145.0 MB
Files
94
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Elemental Surfaces - Interactive Environment Effects System - URP/HDRP

by Camisado Studios (opens in new tab)

5.0 / 5 · 3 ratings

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Elemental Surfaces is a powerful gameplay system for creating dynamic, reactive ground effects and mechanics — fire, water, ice, oil, electrified water, ash, and anything else you can imagine.

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Price history for Elemental Surfaces - Interactive Environment Effects System - URP/HDRP, 6 months Current $50.62; lowest $50.62; highest $79.99 in this period. $0 $50 $100 Jun Jul Aug Sep Oct Nov

Asset preview

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Elemental Surfaces - Interactive Environment Effects System - URP/HDRP screenshot 1

Elemental Surfaces - Interactive Environment Effects System - URP/HDRP screenshot 1

About this asset

✨ Overview

Generates a 3D cell volume directly from your scene colliders, and simulates interactive surface effects and mechanics like fire, water, ice, oil and more. Powering visuals, transforming your environments and filling them with emergent gameplay.

Decal-based rendering means zero dependency on custom shaders — use your current materials and integrate into existing projects effortlessly.

Powered by Unity’s Job System and Burst for high-performance, multithreaded execution.

📕 - DOCUMENTATION

🎮 - WEBGL DEMO

🧱 Included Surface Types

🔥 Fire – spreads through oil and eventually burns into ash.

❄️ Ice – freezes nearby water and melts over time.

🌊 Water – reflective surface that can be frozen.

🛢️ Oil – flammable surface that ignites when exposed to fire.

⚫ Ash – the remnants left after fire burns out.

⚡ Electrified Water - spreads into water, will discharge over time, and can also be frozen.

There are plans to add more starter surfaces as development continues, but adding your own is quick, easy and turns the system into something very unique for your project.

🧠 Behavior

  • SurfacePropagation – Spread surfaces naturally (e.g., ice freezing water, fire igniting oil).
  • SurfaceRegionDecay – Advanced region-based transformations over time (e.g., ice melting to water, fire turning to ash).
  • Custom Reactive Behaviors – Easily create your own dynamic, emergent surface interactions using the ISurfaceZoneListener interface. Read from the cell volume to implement your own custom mechanics, for example:
    • Characters taking damage when standing on fire.
    • Sliding when on ice.
    • Footstep SFX/FX depending on surface type.
    • Magic spells that create, destroy or change surfaces from one type to another.

✏️ Unlimited Surface Possibilities

  • Define new surface types and behaviors in minutes.
  • Integrate seamlessly with your existing materials and shaders.
  • Instantly populate surfaces with props, VFX, and interactive elements.
  • Achieve realistic PBR decals or fully stylized custom visuals — your choice.

🚀 Unlimited Gameplay Mechanics

Bake the cell volume fast, in the Editor or at runtime (ideal for procedural generation), then modify surfaces dynamically to power:

  • Evolving environmental hazards.
  • Creative puzzle systems.
  • Explosive elemental combinations.
  • Emergent strategy and simulation mechanics.

📺 Rendering

  • SurfaceDecal – Uses DecalProjectors and a specialized decal shader to render surfaces with height-based fading, organic noise displacement, blending, and full PBR support.
  • SurfacePrefabSpawner – Randomized, weighted prefab spawner for dynamic surface decorations and interactive elements.
  • Fully modular — data and rendering are separate, letting you implement your own stylized visuals with zero restrictions.

📊 Data

  • SurfaceZone – Define 3D volumes with customizable cell density. Query at runtime to get/set surface types. Data is baked into asset files (SurfaceZoneData) for easy version control. Surface types are stored as reusable assets (SurfaceData) and organized in libraries (SurfaceLibrary) for modular efficient usage.
  • ISurfaceZoneListener – Interface for rendering and behavior systems to read and react to data changes in real time.

From the publisher's Asset Store listing.

Technical details

  • Clean separation of data and rendering — fully customizable visuals without touching core logic.
  • 3D cell volumes generated via collider-based raycasting.
  • Local-space baking enables seamless support for moving platforms (SurfaceZone as a child of the platform).
  • Supports up to 1,000,000 cells per SurfaceZone (add more zones for unlimited scale).
  • Powered by Unity’s Job System and Burst for high-performance, multithreaded execution.
  • Supports URP & HDRP.
  • All source code is included.

📕 - DOCUMENTATION

🎮 - WEBGL DEMO

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.3.4f1 Not listed Compatible Compatible

As listed on the Asset Store.