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Package details
- Latest version
- 1.0.1
- Last updated
- First released
- Unity version
- 6000.3.8 or later
- Package size
- 543 KB
- Files
- 17
- Views in the past week
- 6
Price tracking
- Last checked
- Tracked since
- Lowest recorded
- $4.99 on
Keywords
Pulsing Neon shader
Two lightweight URP neon shaders for animated emissive signs and tubes. Glowing, pulsing neon with instant on/off switching. Built for PC, mobile, VR, and Steam Deck.
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Price history
Last 6 months
USDAsset preview
1 / 3
Pulsing Neon shader screenshot 1
About this asset
Custom URP Lit neon shaders for emissive signs, logos, tubes, and cyberpunk-style props. Everything is customizable: base color, HDR emission color and intensity, pulse speed, flicker amount, off-state color, smoothness, and render face (one or two sided).
Two variants are included:
- Prebuild Switchable: on/off compiled out with a shader keyword (zero runtime branch).
- Runtime Switchable: on/off driven by a uniform, so you can flip it per object from C# with no batching breaks and no first-switch compile hitch.
No textures, no material maps, no scene setup. Suitable for any genre that needs neon: cyberpunk, arcade, retro, sci-fi, horror, or urban night scenes.
Important: the glow relies on the default URP Bloom post-process. Add a Volume with Bloom enabled to get the neon look. Without Bloom the surface is still emissive but will not visually bloom.
From the publisher's Asset Store listing.
Technical details
- 2 hand-written URP shaders (Shader Model 3.5).
- Render pipeline: URP only (not Built-in, not HDRP).
- Passes: Forward, ShadowCaster, DepthOnly, DepthNormals (casts and receives shadows, works with SSAO and depth-based effects).
- SRP Batcher compatible, GPU Instancing, single-pass stereo (VR).
- Pulse and flicker animated on the GPU: no per-frame C# cost.
- Zero textures and zero samplers: minimal memory and bandwidth.
- One and two-sided rendering with correct two-sided lighting.
- Requires the default URP Bloom post-process for the glow.
Performance(measured on AMD Ryzen 7 9800X3D, NVIDIA RTX 4090, DDR5-6000 RAM, 1500 instanced objects):
- Standalone build: ~1250 FPS with standard URP Lit, ~1650 FPS with the neon shader.
- Unity Editor: ~350 FPS with standard URP Lit, ~400 FPS with the neon shader.
Platform support:
- Windows, macOS, Linux, Android, iOS, consoles, VR, Steam Deck.
- WebGL: supported only under certain conditions (WebGL 2 or WebGPU, aggressive shader keyword stripping, and a cheap Bloom setting). Heavy shadow and light variants can bloat load time.
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 6000.3.8f1 | Not listed | Compatible | Not listed |
Built for the Universal Render Pipeline (URP) 17 or newer on Unity 6. Not compatible with the Built-in Render Pipeline or HDRP. Requires URP Post-processing with Bloom enabled for the glow. Tested with Forward and Forward+ rendering paths. Supports the SRP Batcher, GPU Instancing, and single-pass instanced VR.
As listed on the Asset Store.