Perfect Vector: Advanced VFX Motion Vector Generator View on Asset Store (opens in new tab)

Package details

Latest version
1.0
Last updated
First released
Unity version
6000.4.4 or later
Package size
95.2 MB
Files
118

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Perfect Vector: Advanced VFX Motion Vector Generator

by Bark Button Studio (opens in new tab)

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Bake motion vectors for VFX flipbooks inside the Unity Editor and play them without cross-fade ghosting on Particle Systems and VFX Graph.

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Asset preview

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Perfect Vector: Advanced VFX Motion Vector Generator screenshot 1

Perfect Vector: Advanced VFX Motion Vector Generator screenshot 1

About this asset

A flipbook played at a low frame rate either stutters (hard cuts) or ghosts (a cross-fade doubles every moving edge). Perfect Vector bakes a motion-vector texture for your flipbook in the Unity Editor, and its shaders move the pixels along those vectors. A 6×6 fireball made for 8 fps flows smoothly at 60 fps and in slow motion.

You don't need Houdini, After Effects or a command-line tool. Pick the atlas, preview the blend, save the textures and put the generated material on a Particle System.

Key advantages

  • Pixels move between frames instead of cross-fading, so moving edges don't double.
  • Built for VFX: fire, smoke, explosions and glowing effects, with straight alpha or on a black plate, and HDR EXR input.
  • One motion texture per flipbook: the blend reads three textures per pixel.
  • You bake, preview and compare entirely in the Unity Editor.
  • Ready for Particle Systems (Built-in, URP, HDRP) and VFX Graph (URP, HDRP).

Bake in the editor

  • Motion Vector Generator window: a flipbook atlas (up to 64×64 cells) or a start and an end frame.
  • Live preview: play and scrub the blend, then compare it with the source frames, a plain cross-fade or the motion vectors themselves.
  • The defaults work on most flipbooks. Max quality is for final art; High and Fast are for quick iteration.
  • Coverage from the texture's alpha, or from the background: black for additive effects, white, any flat color, or a baked transparency checkerboard. Auto picks one for you.
  • Sequence Edge Smoothing calms the first and last frames, where a tiny spark grows into a fireball or a shape collapses.
  • Loop Last Frame To First for seamless loops.
  • A progress window counts the solved frame pairs, and Cancel stops the bake without writing files.

The solver

  • Each frame pair is solved forward and backward, and both are fused into one motion field.
  • Coarse-to-fine search over an image pyramid catches large motion first, then refines it at full resolution. The search range adapts to each frame pair, up to 128 px.
  • Structural (census) and photometric matching tolerate the brightness changes of emissive effects.
  • PatchMatch spatial propagation and a dense sub-pixel refinement keep the motion inside each shape consistent.
  • Cleanup removes speckles and fills holes without dragging the background along.
  • Native, multithreaded code that gives the same result for any thread count.

Output

  • 16-bit EXR (recommended) or 8-bit PNG with sub-pixel precision.
  • Optionally, a motion-vector map in Unity VFX Graph's own format for its 'FlipbookMotionBlend' UV mode.
  • When the bake finishes, a ready-to-use particle material is one click away.

Runtime

  • Particle System shaders 'Perfect Vector/Particles/Unlit' and 'Lit' for Built-in, URP and HDRP. HDRP Lit goes through a generated Shader Graph that keeps HDRP's own lighting, fog and exposure.
  • Shader Graph nodes for your own graphs:
  • Flipbook
  • Flipbook Lit (normal and mask maps warped with the color)
  • Flipbook Six-way
  • Sprite UV
  • Create-menu templates:
  • Particle Unlit Shader Graph for every pipeline
  • Unlit, Lit and Six-way particle Shader Graphs for VFX Graph
  • Each material switches between Perfect Vector, Linear Blend and Hard Flipbook.
  • Follows your quality settings: soft particles, fog, reduced texture quality, and URP Forward+, Deferred+, light cookies and probe blending.
  • Validate Runtime Integration checks shader names, material properties, keywords, compiler messages and the color space.

Samples and documentation

  • Three HDR flipbooks from Bark Button (circle, fireball and seamless fire loop; 6×6 frames of 512 px), with their baked motion vectors.
  • One Particle System scene per pipeline: Linear Blend, the Perfect Vector shader and its Shader Graph side by side, each ready as a prefab.
  • VFX Graph scenes for URP and HDRP. The unlit row plays the fireball as a hard flipbook, with linear blend, with VFX Graph's motion-vector blend and with Perfect Vector; a six-way lit row follows.
  • An artist guide and a quick start guide (PDF).

Ideal for

  • Smooth playback of low-frame-rate flipbooks and sprite-sheet effects.
  • Fewer frames per atlas, and less texture memory, for the same smoothness.
  • Slow-motion explosions, fire and smoke.
  • Hand-drawn or rendered VFX on 60 and 120 fps displays.
  • VFX Graph projects that need baked vectors for `FlipbookMotionBlend`.
  • Custom flipbook shaders built from the Shader Graph nodes.

From the publisher's Asset Store listing.

Technical details

Compatibility

  • Unity: 2022.3 LTS, 2023 and Unity 6.
  • Render pipelines: Built-in, URP 14–17 and HDRP 14–17.
  • VFX Graph: URP and HDRP.The FlipbookMotionBlend export works with VFX Graph 14 and newer.
    The Perfect Vector VFX Graph Shader Graphs and the VFX Graph sample scenes need Unity 6 (VFX Graph 17).
  • Baker: runs in the Unity Editor on Windows (x64), Linux (x64) and macOS (Apple silicon/x64).
  • Runtime:The baked motion vectors are ordinary textures.
    The shaders need shader model 3.5 or higher.
    Nothing native ships in your player builds.

Color space

  • Linear is recommended.
  • In a Gamma project, Unity converts EXR textures on import and drops negative values. Export 8-bit PNG motion vectors there instead.
  • The window and the material inspector warn about this.

Baking

  • Offline, on the CPU, multithreaded, in the Unity Editor.
  • Time grows with frame size and frame count.
  • Max Displacement caps the search for each frame pair. The default, Auto, sizes it from the motion, up to 128 px.

Limitations

  • The motion is estimated between existing frames. Details that appear, vanish or change completely between two frames have nothing to follow, and they cross-fade.
  • Each pixel moves along one motion field per frame pair. Layers that move differently through each other, such as dying fire under rising smoke, follow the dominant motion.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP Custom
6000.4.4f1 Compatible Compatible Compatible Compatible

As listed on the Asset Store.