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: $25. The latest store price is $50.
View 3 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $50 | Latest store price | |
| $25 | Autumn Sale | |
| $50 | Unity First Price 2026-06-20 2026-06-27 |
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 Retro Vision Pro - PSX/Consoles VFX
- Theme > Retro & Arcade
- Art & Visuals > VFX
- Art & Visuals > Textures & Materials
Custom material shaders and post processing effects simulate the visual behavior of classic hardware — including PSX-style vertex snapping, affine texture warping, and N64-style filtering. It reproduces how early game consoles rendered scenes.
Fully configurable via Inspector and scripts. Example scenes included.
Full Retro Rendering
Transform your entire scene with:
- PSX-style vertex snapping (polygon jitter)
- Affine texture mapping (classic distortion)
- Low resolution rendering + upscale
- Polygon depth precision artifacts
- Color precision loss and dithering
- Distance-based fog (console-style depth cueing)
Materials
- Lit / Vertex Lit / Unlit shading modes
- Per-vertex lighting (Gouraud-style)
- Specular and reflection support
- Full map support: Normal, Metallic / Smoothness, Emission, Specular, LOD textures
- Vertex color support
- Transparency and Cutout
- Backface culling control
Extended Shaders
- CRT / LCD display shader (screen simulation)
- Sprite shaders (2D compatible)
- Particle shaders (fully integrated)
- Procedural Retro Skybox (day/night modes)
- Full Terrain support
PSX-Style Shadow System
- Stable with vertex snapping
- Matches low-precision geometry
- Maintains visual consistency
- Custom blob shadow
Post Processing Effects
Includes 18+ configurable screen effects:
- Nearest Low-Res Upscale: Simulates internal low-resolution rendering with sharp upscale artifacts.
- Color Bit Depth Quantizer: Reduces color precision (5:5:5, 4:4:4, custom formats).
- Palette Mapper: Applies fixed retro palettes and stylized color mapping.
- Screen-Space Dithering: Ordered dithering for gradients and color transitions.
- CRT Mask: Aperture / shadow mask simulation.
- Interlace Field Simulation: Alternating fields and line flicker.
- Frame Blend Ghosting: Afterimage and motion trails.
- Frame Skip / Hold: Simulates unstable framerate and frame pacing.
- Depth Cue Fog: Distance-based fog inspired by retro hardware.
- N64-Style Framebuffer Filter: Soft horizontal filtering and blur.
- Ringing: Edge ringing artifacts from signal processing.
- Analog Signal Faults: Distortions, instability, and signal glitches.
- Analog Static Noise: Random noise and interference patterns.
- TV Effect: Combined display-style distortions and adjustments.
- VHS Effect: Tape-like distortion and playback artifacts.
- VHS Tracking Noise: Tracking lines and tape instability artifacts.
- Texture Cache Crunch: Simulates low-memory texture sampling with crushed detail, reduced chroma resolution, luma quantization, and cache-like block artifacts.
- Console Frame Echo: Recreates the stepped framebuffer blur seen in early 3D console cutscenes and gameplay.
- Retro Highlight Crawl: Simulates low-precision specular highlights from early 3D consoles.
Fully configurable via Inspector and scripts. Example scenes included.
Full Retro Rendering
Transform your entire scene with:
- PSX-style vertex snapping (polygon jitter)
- Affine texture mapping (classic distortion)
- Low resolution rendering + upscale
- Polygon depth precision artifacts
- Color precision loss and dithering
- Distance-based fog (console-style depth cueing)
Materials
- Lit / Vertex Lit / Unlit shading modes
- Per-vertex lighting (Gouraud-style)
- Specular and reflection support
- Full map support: Normal, Metallic / Smoothness, Emission, Specular, LOD textures
- Vertex color support
- Transparency and Cutout
- Backface culling control
Extended Shaders
- CRT / LCD display shader (screen simulation)
- Sprite shaders (2D compatible)
- Particle shaders (fully integrated)
- Procedural Retro Skybox (day/night modes)
- Full Terrain support
PSX-Style Shadow System
- Stable with vertex snapping
- Matches low-precision geometry
- Maintains visual consistency
- Custom blob shadow
Post Processing Effects
Includes 18+ configurable screen effects:
- Nearest Low-Res Upscale: Simulates internal low-resolution rendering with sharp upscale artifacts.
- Color Bit Depth Quantizer: Reduces color precision (5:5:5, 4:4:4, custom formats).
- Palette Mapper: Applies fixed retro palettes and stylized color mapping.
- Screen-Space Dithering: Ordered dithering for gradients and color transitions.
- CRT Mask: Aperture / shadow mask simulation.
- Interlace Field Simulation: Alternating fields and line flicker.
- Frame Blend Ghosting: Afterimage and motion trails.
- Frame Skip / Hold: Simulates unstable framerate and frame pacing.
- Depth Cue Fog: Distance-based fog inspired by retro hardware.
- N64-Style Framebuffer Filter: Soft horizontal filtering and blur.
- Ringing: Edge ringing artifacts from signal processing.
- Analog Signal Faults: Distortions, instability, and signal glitches.
- Analog Static Noise: Random noise and interference patterns.
- TV Effect: Combined display-style distortions and adjustments.
- VHS Effect: Tape-like distortion and playback artifacts.
- VHS Tracking Noise: Tracking lines and tape instability artifacts.
- Texture Cache Crunch: Simulates low-memory texture sampling with crushed detail, reduced chroma resolution, luma quantization, and cache-like block artifacts.
- Console Frame Echo: Recreates the stepped framebuffer blur seen in early 3D console cutscenes and gameplay.
- Retro Highlight Crawl: Simulates low-precision specular highlights from early 3D consoles.