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Package details
- Latest version
- 1.1
- Last updated
- First released
- Unity version
- 6000.3.7 or later
- Package size
- 5.3 MB
- Files
- 28
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- 6
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- 14
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- $17.49 on
Keywords
Black Hole Complex
A black hole that actually eats. Procedural accretion disk, photon ring, screen-space lensing and GPU matter capture that reacts to your scene. All in HLSL and compute. URP
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Last 6 months
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Black Hole Complex screenshot 1
About this asset
Black Hole Complex — a black hole that actually eats.
One self-contained prefab, five interlocking parts: a procedural accretion disk, an event horizon with a photon ring, screen-space gravitational lensing, a procedural star surface, and a GPU matter-capture system that reacts to whatever you place near it.
Living matter capture
Drop a GravityBody component on anything — a star, a wreck, an asteroid, a ship in motion. The instant it crosses the capture radius, matter tears off it and spirals inward: descending over a configurable number of turns, flattening onto the disk plane, dissolving into the accretion flow.
Pull the body out of range and the stream drains itself and releases. Move it while it's feeding and the stream trails behind, because every particle keeps the trajectory it was born on instead of snapping onto the new one — the tail fans out exactly the way debris should. Feed the hole from three directions at once and you get three streams, each carrying its own HDR palette.
Nothing to author. No timeline to sequence. No keyframes. It responds to your scene.
Runs entirely on the GPU
Each stream pushes thousands of particles through a compute shader and renders with Graphics.DrawProcedural — no GameObjects, no CPU particle updates, no per-frame allocations. Emission density scales with proximity: a distant body trickles, a close one floods. Buffers are allocated per stream and released automatically when a body leaves.
Tune it live, without pressing Play
The disk mesh generator, the stream simulation and every shader run in the Scene view in edit mode. Drag the star around, reshape the spiral, adjust the doppler asymmetry - it answers immediately.
Scope
A stylized, art-directable, cheap effect that holds up in a cinematic and still runs alongside your game. It is not a physically accurate ray-marched Kerr renderer and doesn't try to be.
Also useful a level hazard, a boss-scale weapon, a cinematic set piece, or a distant background feature, portal or warp jump effect
From the publisher's Asset Store listing.
Technical details
Matter capture
- Reactive capture — drop a GravityBody on any object and it starts feeding the hole on its own, and releases when it leaves
- Unlimited concurrent streams, each with its own four-color HDR palette
- Per-particle trajectory memory — moving sources leave a trailing fan, not a rubber-banding curve
- Proximity-driven emission density
- Configurable spiral — radius, turn count and distribution, flat-run fraction, spin direction, width falloff
Disk, horizon and star
- Procedural accretion disk mesh from editable profile curves, rebuilt live
- Doppler asymmetry, seamless polar flow, dual-layer scrolling noise
- Screen-space gravitational lensing with ring falloff and a depth guard
- Photon ring via symmetric fresnel, tuned for bloom
- Procedural 3D fBm star surface — no textures, no UV seams
Everything else
- Full edit-mode preview — mesh, simulation and shaders all live in the Scene view
- 100% hand-written HLSL, compute and C# — full source, no Shader Graph, no VFX Graph, no dependencies
- SRP Batcher compatible, instancing-ready
- Free-fly camera and demo scene included
Technical details
Number of VFXs: 1 complete black hole prefab, assembled from 5 effect
layers that can also be used separately.
Layers: accretion disk / event horizon core / screen-space gravitational
lensing / matter capture streams / procedural star surface
Custom shaders: 5 + 1 compute
- BlackHoleCore unlit opaque, queue 4000
- AccretionDisk unlit additive, queue 3100
- ScreenDistortion opaque-texture sampling, queue 2900
- StreamParticles procedural vertex shader reading a StructuredBuffer, additive, queue 3200
- SunCore unlit opaque, fully procedural
- StreamSim.compute GPU particle simulation kernel
All SRP Batcher compatible, single UnityPerMaterial CBUFFER, instancing enabled.
Render queue order is deliberate and documented in the README.
Particles: GPU-simulated, up to 65,536 per stream, 4,000 by default.
Rendered via Graphics.DrawProcedural — no GameObjects, no CPU updates,
no per-frame allocations.
Meshes: generated at runtime — accretion disk surface of revolution from
editable profile curves, plus a billboard quad for the lensing pass.
Textures: 2
- TX_BH_Disk 1024 x 1024
- TXC_BlueBurpleNebula cubemap, 512 per face.
No flipbooks, no atlases, no normal maps. Star surface, disk mesh and all
particle motion are generated procedurally at runtime.
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 6000.3.7f1 | Not listed | Compatible | Not listed |
URP only
As listed on the Asset Store.