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: $30. The latest store price is $60.
View 3 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $60 | Latest store price | |
| $30 | Unity Discount 2026-07-29 2026-08-12 | |
| $60 | Unity First Price 2026-07-29 2026-08-05 |
Sale and bundle history
The 2 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Procedural Slash Trail
- Theme > Military & Combat
- Art & Visuals > VFX
Procedural Slash Trail is a powerful VFX solution built using Unity’s Visual Effect Graph and Shader Graph.
It allows you to easily create trails that smoothly follow your attack animation, while still giving you the freedom to tweak the shape. You can adjust parameters like length, curvature, thickness, width, and radius, with real-time adjustments based on in-game data.
For example, depending on the weapon equipped, the trail for a dagger can be narrower, while a long sword’s trail can be wider, and you can increase the radius to reflect the increased melee reach.
In addition to the final shape, you can also control how the trail evolves over time. For instance, you can increase the brightness at the tip based on distance before the weapon completes its swing animation, and have it fade out over time once the swing finishes.
The shaders are made up of multiple reusable sub-graphs, allowing you to not only easily adjust the trail’s appearance but also use the same sub-graphs for other effects beyond trails.
It allows you to easily create trails that smoothly follow your attack animation, while still giving you the freedom to tweak the shape. You can adjust parameters like length, curvature, thickness, width, and radius, with real-time adjustments based on in-game data.
For example, depending on the weapon equipped, the trail for a dagger can be narrower, while a long sword’s trail can be wider, and you can increase the radius to reflect the increased melee reach.
In addition to the final shape, you can also control how the trail evolves over time. For instance, you can increase the brightness at the tip based on distance before the weapon completes its swing animation, and have it fade out over time once the swing finishes.
The shaders are made up of multiple reusable sub-graphs, allowing you to not only easily adjust the trail’s appearance but also use the same sub-graphs for other effects beyond trails.