Dynamic Camera Effects
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Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $75. The latest store price is $75, matching the lowest recorded price shown here.
View 2 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $75 | Latest store price | |
| $75 | Unity First Price 2026-06-20 2026-06-27 |
Sale and bundle history
The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Dynamic Camera Effects
- Art & Visuals > 2D
- Art & Visuals > VFX
Most effects are driven by shader math and don't need any textures at all. Things like poison, electrifying, glitch, drunk, drowsy, tunnel vision, TV noise, speed lines, height vertigo, shockwave, grayscale, camera pulse, fading out, and the scan effect are all purely procedural. Just drop them in and adjust the settings.
Some effects use textures for extra detail. Blood droplets, streaks, and splashes use texture atlases for the splatter shapes. Glass cracks and bullet holes use albedo, normal, and roughness maps for realistic refraction and specular. The freeze effect uses a frost overlay with a normal map. Low health uses a blood overlay texture. Textures are included for all of these.
Grenade effects (flashbang, stun, concussion, gas) react to distance and line of sight. Closer grenades hit harder and last longer. The blood system spawns individual elements on screen with procedural dripping, drying, and lifetime. Water drops have three modes (rain, submerged, face splash) with physically based refraction. Glass cracks have specular highlights and fresnel reflection.
Both HDRP and URP share the same shader core so the effects look identical across pipelines. A demo scene is included for each with a player controller and an effect manager that lets you cycle through and test everything at runtime.