Real Flame — Screen-Space Fire, Heat Haze, Embers, Smoke & Scorched Surfaces View on Asset Store (opens in new tab)

Package details

Latest version
1.0.1
Last updated
First released
Unity version
6000.3.21 or later
Package size
28.4 MB
Files
106
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Real Flame — Screen-Space Fire, Heat Haze, Embers, Smoke & Scorched Surfaces

by u3d (opens in new tab)

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Volume-driven screen-space fire for Built-in, URP and HDRP. Raymarched flames, smoke, heat haze, embers, ash, scorch and lens soot — every surface can burn, no particles to author, no VFX Graph.

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Price history

Last 6 months

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Price history for Real Flame — Screen-Space Fire, Heat Haze, Embers, Smoke & Scorched Surfaces, 6 months Current $20.00; lowest $20.00; highest $49.99 in this period. $0 $25 $50 Oct Nov Version 1.0.1 released 5 Nov 2026 v1.0.1

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Real Flame — Screen-Space Fire, Heat Haze, Embers, Smoke & Scorched Surfaces screenshot 1

Real Flame — Screen-Space Fire, Heat Haze, Embers, Smoke & Scorched Surfaces screenshot 1

About this asset

Real Flame turns any scene into a fire scene without touching a single material or placing a particle system. It is a fullscreen post-effect driven by Volume profiles: drop the Real Flame Rig into the scene, add a fire source or two, raise Blaze in the Volume, and the world catches fire.

Everything can burn. Real Flame derives fire from the depth buffer itself. A burn front sweeps across floors, walls, ceilings and props from your fire sources (or from random seeds), flames stand on every burning surface and climb up walls, surfaces blacken with soot within seconds and keep glowing embers as they burn out. Coverage, spread speed, burn duration and flame height are Volume parameters, so a campfire, a burning room, a house fire, a wildfire and the smouldering aftermath are presets of one system.

Material-aware. Tag renderers with Real Flame Surface (or let the scene scanner classify them by material): metal never flames but heats to a dull red glow, cloth and paper flash up, wood burns long, stone only soots. The tags are read per pixel through a lightweight material mask.

Real fire, not sprites. Flames are raymarched volumes of transparent, refracting hot gas with a black-body colour ramp, turbulence baked into a tiling 3D noise texture, smoke lit from below, depth-gated heat haze, radial glow, sparks with real Shuriken embers spawned on burning surfaces, falling ash, and the fire's own flickering point lights. Smoke pools under ceilings and rises over open ground using a top-down ceiling map; ash never falls indoors.

Camera effects. Ash and soot land on the lens, sparks hit the glass and cool to dark specks, hot air wobbles the whole image near a fire, a warm vignette closes in. All of it follows the camera's motion and the Volume blend.

Three pipelines, one system. Built-in, URP (Render Graph) and HDRP (Custom Post Process) share one shader body and identical Volume parameters. The Setup wizard installs the renderer feature or custom post-process, generates the pipeline wrappers and creates the ten preset profiles: Campfire, Torches, Burning Room, House Fire, Wildfire, Inferno, Ember Storm, Aftermath and a Stylized pair.

In the box

Fullscreen fire effect for Built-in, URP 17 and HDRP 17 (Unity 6000.3)

Real Flame Rig (ceiling map, source collection, material mask), Real Flame Source (radius, height, intensity, flicker, hidden fire light, Ignite/Extinguish API), Real Flame Surface (fuel tags) and the Ember Emitter

Ten Volume presets, generated per pipeline by the wizard

Setup wizard, noise baker, scene material scanner

Two sample scenes with baked lighting (Sandbox, Burning Street)

Manual, changelog, third-party notices (none: all code and textures are original)

Requirements and notes

Unity 6000.3.21f1 or newer; URP 17.3 / HDRP 17.3 for the SRP paths (Render Graph only)

HDR rendering with bloom and a tonemapper is strongly recommended (the samples enable them); TAA or DLSS smooths the volumetric march

Cost, measured in a URP player on an RTX 4090 at 1920×1080 with the blaze fully developed: Campfire 0.85 ms, Aftermath 1.4 ms, House Fire 2.5 ms, Inferno 2.8 ms (about half at 1280×720). One full-screen pass that scales with pixel count; expect several times these numbers on mid-range GPUs, and use a lower resolution scale or fewer flame steps there

Screen-space by design: flames exist where the depth buffer has surfaces; the material mask adds one extra pass over the opaque geometry (toggle per Volume)

Demo footage

The video and screenshots are Unity renders of the package's own Burning Street and Sandbox samples and of the publicly available Sponza atrium scene by Crytek, used only as a backdrop to show the effect; the Sponza scene is not part of this package. Everything in the package is original work by the publisher.

From the publisher's Asset Store listing.

Technical details

Single fullscreen pass per pipeline over a shared HLSL body; per-pipeline seam headers

Fire sources as uniforms (up to 16 nearest), burn front from world-space noise plus source distance (climbs walls faster), per-pixel material mask (fuel, flammability, burn time)

Flame column and surface tongues: raymarched noisy-boundary cones with a baked 64³ RGBA noise (Perlin fbm, billowed turbulence, Worley cells, low octave), black-body ramp, hue-preserving knee

Smoke: coarse march lit by the fire, ceiling pooling from a 256² top-down map; heat haze depth-gated; refraction accumulated with the emission

Embers: screen-space sheets per source and a global ember storm, plus Shuriken particles emitted from raycasts that ask the CPU copy of the burn front; falling ash gated by the ceiling map

Surfaces: soot/ash char with pulsing ember patches; metal glow; scorch marks that grow with the source's age

Lens: ash flakes, soot veil, spark hits, heat wobble, warm vignette

Zero per-frame allocations; no compute shaders; no VFX Graph

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.6.7f1 Compatible Compatible Compatible
6000.3.21f1 Compatible Compatible Compatible

As listed on the Asset Store.