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HyperRealistic Jet Engine & After Burners preview
Unity

HyperRealistic Jet Engine & After Burners

By ANoor

$13.99 $19.98 30% off

About HyperRealistic Jet Engine & After Burners

  • Theme > Modern
  • Theme > Realistic
  • Art & Visuals > VFX
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.

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