Golden Firework View on Asset Store (opens in new tab)

Package details

Latest version
1.0
Last updated
First released
Unity version
6000.0.49 or later
Package size
1.0 MB
Files
15
Favorites
2
Views in the past week
4

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Golden Firework

by EpicWolf Studio (opens in new tab)

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A stylized golden firework particle system for Unity URP, perfect for celebrations, achievements, UI highlights, and cinematic effects. Fully customizable and optimized for real-time use.

Price $4.99

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Price history

Last 6 months

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Price history for Golden Firework, 6 months Current $4.99; lowest $4.99; highest $4.99 in this period. $0 $2.5 $5 Jun Jul Aug Sep Oct Nov

Asset preview

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Golden Firework screenshot 1

Golden Firework screenshot 1

About this asset

A stylized golden firework particle system featuring bright spark trails, glowing particles, and soft bokeh highlights. Designed for real-time use in Unity, this effect is ideal for celebrations, achievements, magic moments, UI highlights, and cinematic scenes.
Fully customizable particle parameters including color, size, lifetime, emission, and burst timing. Optimized for performance and suitable for mobile, PC, and VR projects.

From the publisher's Asset Store listing.

Technical details

  • Unity Particle System–based firework effect
  • Optimized for Universal Render Pipeline (URP)
  • Customizable particle parameters (color, size, lifetime, emission, burst timing)
  • Uses URP-compatible particle shaders and materials
  • Drag-and-drop prefab setup
  • Optimized for real-time performance
  • Suitable for mobile, PC, VR, and console projects
  • No scripting required
  • Easy conversion to Built-in or HDRP with material/shader changes

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.0.49f1 Not listed Compatible Not listed

This asset is created for the Universal Render Pipeline (URP) and works out of the box with URP projects. It uses URP-compatible particle materials and shaders. Conversion to the Built-in Render Pipeline or HDRP is possible by manually changing particle materials and shaders. No additional packages or Asset Store dependencies are required.

As listed on the Asset Store.