Pulsing Neon shader View on Asset Store (opens in new tab)

Package details

Latest version
1.0.1
Last updated
First released
Unity version
6000.3.8 or later
Package size
543 KB
Files
17
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6

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Pulsing Neon shader

by CHIDWI (opens in new tab)

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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.

Price $4.99

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Price history

Last 6 months

USD
Price history for Pulsing Neon shader, 6 months Current $4.99; lowest $4.99; highest $4.99 in this period. $0 $2.5 $5 Sep Oct Nov Version 1.0.1 released 14 Aug 2026 v1.0.1

Asset preview

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Pulsing Neon shader screenshot 1

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

Render pipelines supported in each Unity version
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.