Game Feel VFX Pack gives your game that satisfying, punchy quality that separates a polished title from a rough prototype — in minutes, not weeks. Fifteen production-ready runtime effects, each built specifically for Unity 6 and Universal Render Pipeline, drop straight into any project with zero configuration required. Just add a component, press Play, and your game already feels better.
Every effect is written in clean, documented C# inside the GameFeelVFX namespace, structured so you can call it from a single line of code and tune every parameter from the Inspector without touching a script.
🎥 Camera Effects
Screen Shake — Trauma-squared Perlin noise shake (Squirrel Eiserloh method) with independent X, Y, and Z rotation axes, frequency ramping based on trauma level, and an additive LateUpdate pattern that works alongside any third-party camera rig (Cinemachine, Unity Camera, custom rigs).
FOV Punch — A snappy field-of-view impact burst with an AnimationCurve-driven recovery and optional URP Volume lens distortion. Pairs perfectly with screen shake for heavy-impact moments.
✨ Object Effects
Hit Flash — Three-phase color sequence (white spike → custom color → scorch residue) with directional hit intensity, Fresnel rim boost, scanline overlay, and a vertex pop. Includes a URP Renderer Feature path that draws the flash as a transparent overlay without ever swapping the object's base material.
Outline — Double-hull inverted outline with a thin hard line and a thick soft outer glow. Smooth normals baked at runtime into UV2 so hard-edged meshes (cubes, low-poly assets, characters) get perfectly sealed corners with no gaps. Animated dash pattern, depth fade, and multi-renderer support for complex characters with any number of SkinnedMeshRenderers.
Dissolve — Noise-based dissolve with dual ember-glow edges, turbulence distortion, and optional directional origin. Ember particle burst included. Animate it in, out, or scrub the amount manually.
Freeze / Ice — Progressive crystallization effect using a Voronoi ice normal overlay with vertex color masking, animated frost buildup, refraction distortion, and subsurface scatter. Freeze(), Thaw(), FreezeForever(), and Unfreeze() API.
Stealth / Cloaking — Refraction-based cloaking with a ripple wipe transition originating from any world-space point, RGB edge-split on the silhouette, and adjustable distortion strength at runtime.
Force Field — Hex-grid energy shield with hit-ripple waves emanating from any world-space impact point, a health-based color shift from full power to critical state, and configurable energy depletion.
X-Ray / Wallhack — Renders the object visible through occluding geometry using a dual-pass depth test flip. Threat-level color coding (Friendly / Neutral / Hostile), distance-based opacity fade, and corner-bracket UI overlay driven by a targeting-system animation.
Ghost Trail — Spawns fading mesh snapshots behind a moving object. Supports both MeshRenderer and SkinnedMeshRenderer (BakeMesh path). Color gradient from spawn to fade, velocity-adaptive spawn rate, and configurable trail length.
🌊 Particle VFX
Impact Sparks — Burst particle sparks aligned to the surface normal of any impact point. Four surface presets (Metal, Stone, Wood, Generic) each tune particle count, speed, color, and lifetime. Collision bouncing included with configurable bounciness and world-layer mask. Trail renderer on each spark, sub-emitter smoke puff on collision.
📺 Screen Effects
Chromatic Aberration — Screen-space RGB channel separation that flashes on command and decays exponentially. Motion-triggered automatic firing based on camera velocity. Intensity curves fully configurable.
Speed Lines — Full-screen radial and directional speed lines with velocity-adaptive intensity, soft vignette framing, and a pulse API for one-shot bursts. Works as a standalone screen overlay — no post-processing volume required.
Damage Vignette — Low-health heartbeat vignette with BPM tied to the health value (slower at 100%, fast flutter at 0%), directional damage indicator (the vignette brightens toward the hit direction), tunnel-vision mode, and a hit-pulse API.
Hologram — Scan-line plane sweep, data-corruption glitch, RGB split flicker, and a flicker-off dropout event. All timing parameters are Inspector-exposed.
📦 Dependencies
This package requires the Universal Render Pipeline (URP) package (com.unity.render-pipelines.universal, version 17.x or newer), which is included by default in Unity 6 URP projects. No additional purchases are needed.
The demo scene uses TextMesh Pro (com.unity.textmeshpro), which is a free Unity Registry package included with the Unity Editor. If your project does not already have it, Unity will prompt you to import TMP Essentials on first open.
The Hit Flash Renderer Feature (HitFlashRendererFeature) must be added to your URP Renderer asset for the overlay flash path. Instructions are in the README and the in-Editor setup guide.
No third-party SDKs. No external services. No subscriptions. Works fully offline.