HyperRealistic Jet Engine & After Burners View on Asset Store (opens in new tab)

Package details

Latest version
1.0.0
Last updated
First released
Unity version
6000.3.18 or later
Package size
10.0 MB
Files
131
Views in the past week
78

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HyperRealistic Jet Engine & After Burners

by ANoor (opens in new tab)

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Physically based jet engines for URP: volumetric afterburner, glowing interior with parallax, heat haze, ten engine looks, one-line scripting API and a mobile tier.

Price $19.99

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Price history

Last 6 months

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Price history for HyperRealistic Jet Engine & After Burners, 6 months Current $19.99; lowest $13.99; highest $19.99 in this period. $0 $10 $20 26 Oct 2 Nov 9 Nov

Asset preview

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HyperRealistic Jet Engine & After Burners screenshot 1

HyperRealistic Jet Engine & After Burners screenshot 1

About this asset

Physically based jet engines you control from one line of code.
HyperRealistic Jet Engine & After Burners gives you afterburning turbofans, turbojets, rockets and sci-fi drives for Unity 6 and URP. It is built from hand-written shaders, with no particle systems and no textures to ship, and it costs four draw calls per engine.
AFTERBURNER PLUME: a volumetric plume ray marched inside one bounding volume. Colour comes from black-body emission with Stefan-Boltzmann brightness, with a turbulent shear layer, a chemiluminescent blue flame root and Mach diamonds that follow throttle and reheat.
ENGINE INTERIOR: look into the nozzle and see real parallax: the throat, flame-holder gutters, spray bars and a spinning turbine, all glowing by temperature.
HEAT DISTORTION: depth-aware hot-air refraction of whatever is behind the exhaust, without smearing the foreground.
PBR NOZZLE METAL: petal seams, rivets, soot, temper colours and heat soak, lit by every URP light with shadows, Forward+ and reflection probes.
A REAL ENGINE SIMULATION: spool-up and spool-down lag, the nozzle opening before the afterburner lights, fuel-manifold delay, staged ignition with an ignition kick, and heat soak of the nozzle skin.
ANY ENGINE, ANY COLOUR: ten ready-made looks with JetEngineLooks.Apply: afterburning turbofan, turbojet, light fighter, heavy fighter, airliner (no reheat), rocket booster, plus ion, plasma, nebula and crimson sci-fi drives. Tint Color and Tint Amount recolour the whole engine; size, plume length, temperatures and response times are all public values.
SCRIPTING: SetThrottle, SetAfterburner, SetEngineRunning, FullReheat, presets, C# events and UnityEvents, plus exhaust temperature, rpm and thrust outputs for your flight model. Everything previews live in edit mode.
MOBILE READY: a dedicated Mobile quality tier with an analytic plume that needs no depth or opaque texture. It is selected automatically on handheld platforms.
BUILT FOR SCALE: distance LOD, culling, an adaptive ray-march step count and SRP Batcher friendly materials. Solid geometry in front always hides the flame.
FIVE DEMO SCENES with procedural art (no external assets): afterburner showcase at dusk, night engine test cell, formation fly-by, nozzle interior macro and the engine-variants line-up.
Full PDF documentation is included (ANoor > Jet Engine > Documentation).

From the publisher's Asset Store listing.

Technical details

List of VFX included: afterburner plume (ray-marched), afterburner plume (mobile, analytic), engine interior with parallax (bore, flame-holders, spray bars, turbine), PBR nozzle metal with heat tint and soot, heat distortion (hot-air refraction), colour-temperature-matched exhaust light.
Number of VFX: 5 engine effects on 4 engine prefabs, plus 10 ready-made engine looks (turbofan, turbojet, light fighter, heavy fighter, airliner, rocket booster, ion, plasma, nebula, crimson).
Texture sizes: no texture files to ship. Lookup and noise textures are generated procedurally (64x64x64 3D noise, 128x128 2D noise, 256x1 profile and black-body lookups).
Custom shaders: Afterburner Plume, Afterburner Plume (Mobile), Engine Core Interior, Nozzle Metal (PBR), Heat Distortion, plus demo shaders (airframe paint, sky, cloud deck, dust). All hand-written HLSL for URP.
Render pipeline: Universal Render Pipeline 17+ (Unity 6000.x), Forward and Forward+, Linear colour space. HDR and Bloom recommended.
Requirements: Depth Texture and Opaque Texture enabled in the URP asset for the ray-marched tiers (ANoor > Jet Engine > Setup Project does it). The Mobile tier needs neither.
Performance: 4 draw calls per engine, SRP Batcher friendly, distance LOD and culling, 5 quality tiers (Low, Medium, High, Ultra, Mobile).
Scripting: C# API with UnityEvents and C# events; full edit-mode preview.
Demo content: 5 demo scenes with procedural art, no external dependencies.
Documentation: PDF manual included.
Limitations: perspective cameras only; single-pass instanced XR is not supported.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.3.18f1 Not listed Compatible Not listed

As listed on the Asset Store.