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Elemental Surfaces - Interactive Environment Effects System - URP/HDRP preview
Unity

Elemental Surfaces - Interactive Environment Effects System - URP/HDRP

By Camisado Studios

$50.62

Rated 5.0/5 from 3 ratings on Unity.

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: $50.62. The latest store price is $50.62, matching the lowest recorded price shown here.

Recorded prices for Elemental Surfaces - Interactive Environment Effects System - URP/HDRP 2 price observations from Sep 4, 2026 to Nov 6, 2026. Lowest recorded price $50.62. Exact dates and prices are listed below. $0.00 $25.31 $50.62 Sep 4, 2026: $50.62. Unity Permanent Decrease 2026-09-04 2026-09-11 Nov 6, 2026: $50.62. Latest store price Sep 4, 2026 Nov 6, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 2 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$50.62Latest store price
$50.62Unity Permanent Decrease 2026-09-04 2026-09-11

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 Elemental Surfaces - Interactive Environment Effects System - URP/HDRP

  • Art & Visuals > VFX
Generates a 3D cell volume directly from your scene colliders, and simulates interactive surface effects and mechanics like fire, water, ice, oil and more. Powering visuals, transforming your environments and filling them with emergent gameplay. Decal-based rendering means zero dependency on custom shaders — use your current materials and integrate into existing projects effortlessly. Powered by Unity's Job System and Burst for high-performance, multithreaded execution. Included Surface Types: Fire – spreads through oil and eventually burns into ash. Ice – freezes nearby water and melts over time. Water – reflective surface that can be frozen. Oil – flammable surface that ignites when exposed to fire. Ash – the remnants left after fire burns out. Electrified Water – spreads into water, will discharge over time, and can also be frozen. There are plans to add more starter surfaces as development continues, but adding your own is quick, easy and turns the system into something very unique for your project. Behavior: SurfacePropagation – Spread surfaces naturally (e.g., ice freezing water, fire igniting oil). SurfaceRegionDecay – Advanced region-based transformations over time (e.g., ice melting to water, fire turning to ash). Custom Reactive Behaviors – Easily create your own dynamic, emergent surface interactions using the ISurfaceZoneListener interface. Read from the cell volume to implement your own custom mechanics, for example: Characters taking damage when standing on fire, sliding when on ice, footstep SFX/FX depending on surface type, magic spells that create, destroy or change surfaces from one type to another. Unlimited Surface Possibilities: Define new surface types and behaviors in minutes, integrate seamlessly with your existing materials and shaders, instantly populate surfaces with props, VFX, and interactive elements, achieve realistic PBR decals or fully stylized custom visuals. Unlimited Gameplay Mechanics: Bake the cell volume fast, in the Editor or at runtime (ideal for procedural generation), then modify surfaces dynamically to power: evolving environmental hazards, creative puzzle systems, explosive elemental combinations, emergent strategy and simulation mechanics. Rendering: SurfaceDecal – Uses DecalProjectors and a specialized decal shader to render surfaces with height-based fading, organic noise displacement, blending, and full PBR support. SurfacePrefabSpawner – Randomized, weighted prefab spawner for dynamic surface decorations and interactive elements. Fully modular — data and rendering are separate, letting you implement your own stylized visuals with zero restrictions. Data: SurfaceZone – Define 3D volumes with customizable cell density. Query at runtime to get/set surface types. Data is baked into asset files (SurfaceZoneData) for easy version control. Surface types are stored as reusable assets (SurfaceData) and organized in libraries (SurfaceLibrary) for modular efficient usage. ISurfaceZoneListener – Interface for rendering and behavior systems to read and react to data changes in real time.

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