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Stateless Particles preview
Unity

Stateless Particles

By FXPOD

Current price
$32
Lowest recorded
$32
5/ 5 (3) 14 likes
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Price history

Lowest recorded standalone price: $32. Recorded observations span to . This is our available history, not a guaranteed all-time low. Bundle package prices are separate.

Recorded prices for Stateless Particles Price history over the last three months. The solid stepped line shows standalone prices, including inferred periods. Blue lines with diamond markers show bundle package prices. Offer details follow the graph. $0.00 $16.50 $32.99 Aug 8, 2026 Nov 8, 2026
Standalone price

Last three months, in USD. Bundle prices cover the whole package.

About Stateless Particles

  • Art & Visuals > 2D
  • Art & Visuals > VFX
Create optimized particle systems with ease. Stateless Particles is a tool and a technique of authoring particle systems that does not track individual particle states. You benefit from having to render just a static mesh, with a predefined number of particles. Makes it efficient and stable with significantly lower performance cost than other methods. GPU Particle System: Vertex shader is responsible for all particle animation that makes Stateless Particles naturally a GPU particle system. You controll position, velocities, size and other particle parameters simillarly to what you would do in conventional particle systems. Performance at scale: Stateless particles perform well even in large instance numbers and particle counts maintaining stable performance. Tested in compartison to other particle system solutions. Stateless Particles work with SPR Batcher to reduce even more impact on the prefomance. Particle Stack Generator: Paticles are represented by a stack of quads standard to this techniques. Creating those meshes can be a trouble if done repeatedly. That is why Stateless Particles come with a generator for those meshes. You specify particle count, random seed and other mesh related parameters and stack of quads will appear in your game object with all nessesary data. Those meshes do not have to be saved anywhere, if you have the same particle stack in multiple gameobjects they are automatically cashed and reused. This is a flexible apporach and all meshes stay procedural and you can keep them editable all the time. Particle Shaders & Shader Graph: While this system uses vertex shader it comes with all nessesary shader functions to perform particle simulations. The base shader is in place to use it right from the beggining you do not have to edit shader files. That being said all of the particle features are stored in sub-shaders so it is easy to tweak, expand or cut your particle system to match your needs. Example content: This package comes with demo scene featuring a examples of Stateless Particles and presets to use as a base when creating new particle system and support for creating custom presets. Example content also comes with vfx textures custom made for this package. Keep in mind: While Stateless Particles optimize particle simulation and instance costs they draw pixels the same as any other object. Be aware of the overdraw while making a lot of instances. Particle simulation and visual output use the same shader graph.

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