About Fire VFX · Wraps Any Mesh · Point Cache
- Art & Visuals > 2D
- Art & Visuals > VFX
Tired of fire effects that just float in a generic blob near your object instead of actually hugging its shape? Point Cache VFX solves that — flames spawn exactly on your model's surface, from a small torch to an entire burning castle.
Fire VFX — Point Cache is a complete, GPU-driven fire system built entirely on Visual Effect Graph for URP. Instead of a fake floating particle cloud, fire conforms precisely to any mesh — using baked surface positions, not guesswork.
Point Cache-Driven Ignition
Built for Stationary Objects — Fire is baked to your model's exact surface and stays rock-solid on static props, buildings, torches, and campfires. If the object moves or animates, already-spawned particles stay behind in world space rather than following it — this is not a bug, just how the point cache spawner works. A dedicated system for moving/animated objects is in development.
Exact Surface Conformance — Fire particles spawn exactly at positions baked from your model's surface via Point Cache — letting flames perfectly wrap any shape, from small props to entire terrain planes, instead of hovering nearby in a generic volume.
6 Burn Mask Modes — Control precisely where and how intensely your object burns: Full coverage, procedural 3D Noise, custom UV textures, or Vertex Colors (with optional noise blending) — no more uniform, fake-looking fire.
5-Layered Modular System — Independent toggleable modules: main Flame, Heat Distortion, fast Sparks, floating Embers, and 3 layers of volumetric Smoke for real depth.
Toggleable Smoldering State — Instantly turn a raging fire into a dying, smoldering ruin — hide the main flame visuals while keeping smoke, embers, sparks, and heat distortion fully active.
Visual Control
4 Ready-to-Use Flame Flipbooks — 4 distinct high-quality flame flipbook textures included. Switch between fire styles — from aggressive to calm — to match your scene.
Full Color Customization — Over Life gradients or Fixed Colors, with per-particle variation for natural, magical, toxic, or stylized fire.
Seamless Geometry Blending — Fire, smoke, and embers fade smoothly when intersecting scene geometry via adjustable Soft Particles — no harsh clipping edges.
Production-Ready Setup
Smart Spawn Density Control — Scale safely with two emission modes: a precise Fixed particle count, or By Percent — emit fire on a specific fraction of the surface, automatically safe on any point count.
120+ Exposed Parameters, Truly Granular — Every layer is independent, not tied to one global slider — tint, size, and lifetime are set separately for each of the 3 smoke layers, the embers, and the sparks, with per-particle color variation on the flame itself. Full control over the main flame, all smoke layers, floating embers, and flying sparks — no VFX Graph editing required for day-to-day tuning.
Setup Assistant — A built-in mentor tool scans your Project-Wide and Scene settings (render pipeline, Depth/Opaque textures, VFX Graph package) and flags every missing piece before you press Play — dramatically cutting down on trial-and-error setup.
Requirements: Unity Visual Effect Graph (via Package Manager), URP with Depth + Opaque Textures enabled. Best suited for stationary objects — props, buildings, torches, campfires; a dedicated system for moving/animated objects is in development.
Fire VFX — Point Cache is a complete, GPU-driven fire system built entirely on Visual Effect Graph for URP. Instead of a fake floating particle cloud, fire conforms precisely to any mesh — using baked surface positions, not guesswork.
Point Cache-Driven Ignition
Built for Stationary Objects — Fire is baked to your model's exact surface and stays rock-solid on static props, buildings, torches, and campfires. If the object moves or animates, already-spawned particles stay behind in world space rather than following it — this is not a bug, just how the point cache spawner works. A dedicated system for moving/animated objects is in development.
Exact Surface Conformance — Fire particles spawn exactly at positions baked from your model's surface via Point Cache — letting flames perfectly wrap any shape, from small props to entire terrain planes, instead of hovering nearby in a generic volume.
6 Burn Mask Modes — Control precisely where and how intensely your object burns: Full coverage, procedural 3D Noise, custom UV textures, or Vertex Colors (with optional noise blending) — no more uniform, fake-looking fire.
5-Layered Modular System — Independent toggleable modules: main Flame, Heat Distortion, fast Sparks, floating Embers, and 3 layers of volumetric Smoke for real depth.
Toggleable Smoldering State — Instantly turn a raging fire into a dying, smoldering ruin — hide the main flame visuals while keeping smoke, embers, sparks, and heat distortion fully active.
Visual Control
4 Ready-to-Use Flame Flipbooks — 4 distinct high-quality flame flipbook textures included. Switch between fire styles — from aggressive to calm — to match your scene.
Full Color Customization — Over Life gradients or Fixed Colors, with per-particle variation for natural, magical, toxic, or stylized fire.
Seamless Geometry Blending — Fire, smoke, and embers fade smoothly when intersecting scene geometry via adjustable Soft Particles — no harsh clipping edges.
Production-Ready Setup
Smart Spawn Density Control — Scale safely with two emission modes: a precise Fixed particle count, or By Percent — emit fire on a specific fraction of the surface, automatically safe on any point count.
120+ Exposed Parameters, Truly Granular — Every layer is independent, not tied to one global slider — tint, size, and lifetime are set separately for each of the 3 smoke layers, the embers, and the sparks, with per-particle color variation on the flame itself. Full control over the main flame, all smoke layers, floating embers, and flying sparks — no VFX Graph editing required for day-to-day tuning.
Setup Assistant — A built-in mentor tool scans your Project-Wide and Scene settings (render pipeline, Depth/Opaque textures, VFX Graph package) and flags every missing piece before you press Play — dramatically cutting down on trial-and-error setup.
Requirements: Unity Visual Effect Graph (via Package Manager), URP with Depth + Opaque Textures enabled. Best suited for stationary objects — props, buildings, torches, campfires; a dedicated system for moving/animated objects is in development.
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Unity Permanent Decrease 2026-11-02 2026-11-09
Ends Nov 9, 2026