Black Hole Complex View on Asset Store (opens in new tab)

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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Black Hole Complex

by Dmitry Andreev (opens in new tab)

5.0 / 5 · 3 ratings

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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

Price $24.99

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Price history

Last 6 months

USD
Price history for Black Hole Complex, 6 months Current $24.99; lowest $17.49; highest $24.99 in this period. $0 $12.5 $25 Sep Oct Nov Version 1.1 released 19 Aug 2026 v1.1

Asset preview

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Black Hole Complex screenshot 1

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.

WEB GPU DEMO

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

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.3.7f1 Not listed Compatible Not listed

URP only

As listed on the Asset Store.