SplatterFX - Impact & Splatter System
Rated 0.0/5 from 1 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: $9.99. The latest store price is $19.99.
View 5 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $19.99 | Latest store price | |
| $9.99 | Autumn Sale | |
| $9.99 | Unity New Release Discount 2026-06-29 2026-07-13 | |
| $9.99 | Unity New Release Discount 2026-06-29 2026-07-13 | |
| $19.98 | Unity First Price 2026-06-29 2026-07-06 |
Sale and bundle history
The 4 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About SplatterFX - Impact & Splatter System
- Art & Visuals > VFX
- Art & Visuals > Textures & Materials
No code required. No 3D-art skill required. Tweak everything from the inspector.
What you get
Real splatter that sticks and drips
Every splat is a real Decal Projector (or per-character RenderTexture overlay), so it follows the surface curvature of your meshes — even moving skinned characters. Drips run down from each splat using gravity-projected flow, on walls, sphere apexes, and the curved limbs of your characters.
Three render modes — switch per-object
Decal — full PBR splats with metallic, AO, smoothness. Best for hard surfaces.
RTT (Render-to-Texture) — paints directly into a per-character texture for perfect skinned-mesh conformance.
BuiltIn (screen-space) — Unity's stock URP Decal shader, lights correctly out of the box on organic meshes, zero shader setup.
Set the render mode per-object via the SplatterReceiver component — a spray fired from your character can land on a wall and render with the wall's settings.
Four spray styles
Burst — short fast puff (bullet hit)
Arc — sweeping stream (slash / sword)
Scatter — wide explosion (shotgun)
Ooze — slow continuous drip
Profile-driven look
Every effect is a SplatterProfile ScriptableObject. Tune color, materials, particle counts, spray cone, gravity, drag, drip behavior, mist/drop ratios — all from one inspector. Duplicate a profile in seconds to make a new look. Bundled profiles included: BulletHit, SlashWound, ShotgunBlast, Drip, Character, Green.
Material presets
Ship-ready gore looks: Blood (Wet), Mud (Matte), Acid (Glow) — for both URP and HDRP. Plus matching particle materials.
Use your own assets
Drop any decal material into profile.decalMaterial and it just works — Decal shader graph, URP stock Decal, HDRP/Decal, your own custom shader, all supported. The runtime composes your material with a random shape silhouette per spawn for variety.
Drop any particle prefab into profile.particlePrefab — SplatterFX uses your prefab as-is (size, lifetime, sub-emitters, trails, your art). The prefab is authoritative. No need to rewire anything.
Custom drip materials, custom decal projector prefabs (for full draw-distance / angle-fade / layer control), and a per-mode BuiltIn material slot are all exposed on the profile too. Swap any single piece without touching the others.
One-click setup
Tools > SplatterFX > Get Started generates everything: shaders, textures, materials, the default profile, the manager prefab, and a curated demo scene with three side-by-side characters showing each render mode.
URP ↔ HDRP switcher
Built-in pipeline switcher regenerates the right shader and materials when you move between URP and HDRP. Auto-detects the active pipeline on script reload.
Performance
Per-profile object pooling — no per-spawn allocations after warm-up
Cached material clones keyed by shape × color × shader
Per-profile caps so old splatter doesn't evict new
Live material property sync — edit Metallic / Smoothness on the source material and every active decal updates
Developer-friendly API
// Splatter at a point
SplatterAPI.Splatter(hit.point, hit.normal, bloodProfile);
// Splatter from a particle collision
SplatterAPI.SplatterCollision(hit.point, hit.normal, bloodProfile, hit.gameObject);
Bundled demo
Three demo characters (one for each render mode) side-by-side, plus a sphere, a crate, walls, and floor. Click anywhere with the demo scene loaded and see exactly how each mode looks.
Compatibility
Unity 2022.3 LTS or newer
URP and HDRP (Built-In pipeline NOT supported)
Skinned meshes supported via RTT mode (your character shader must sample the RT overlay — a ready-to-use SplatterLit_Character.shader is included)