Unity
UNI VFX: Essentials for Visual Effect Graph
By Asset Mage W
$16.99
Rated 5.0/5 from 4 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: $16.99. The latest store price is $16.99, matching the lowest recorded price shown here.
View 1 recorded price
| Sale start / price check | Price | Observation |
|---|---|---|
| $16.99 | Latest store price |
About UNI VFX: Essentials for Visual Effect Graph
- Art & Visuals > VFX
UNI VFX: Universal visual effects for Unity URP and HDRP
Uses highly performant GPU particle systems made in Visual Effect Graph.
Super easily customisable VFX without the need to ever enter the Visual Effect Graph Editor.
Uses (VFX) Events - one Game Object stores multiple effects which can be triggered via C# or Visual Scripting. A total of 26 Events (not including 'stop' events).
What are (VFX) Events?
Think of the Barrier effect, for example. It has these events/effects: create, loop, hit, end and stop. In this case, you start with the 'create' event, which then automatically continues with the 'loop' event. Each time the Barrier is damaged you send the ‘hit’ event that displays the corresponding effect. When the barrier expires, send an ‘end’ event that plays the final effect and stops the ‘loop’.
Let's have a look at the details:
Important properties are exposed so you can change color, spawn rate, rotation speed etc. directly in the Inspector.
Uses HDR colors - in combination with Bloom (Post Processing Effect), you have full control over the glow amount.
You can freely change effects' transform to get the desired size.
Where appropriate, world-space is used so moving objects leave trails and particles behind.
Has optimized meshes to reduce overdraw.
Utilizes custom uber effect shader made in Shader Graph.
1k textures with few exceptions used for tiny elements like sparks, embers etc.
CPU events and small C# code (included) handles lights in prefabs.
Works with Orthographic projection.
Requirements
Requires Unity 2020.3 or newer with Visual Effect Graph 10+ and Shader Graph.
Works in URP and HDRP. Visual Effect Graph has limited compatibility with mobile devices (including WebGL platform).
Uses highly performant GPU particle systems made in Visual Effect Graph.
Super easily customisable VFX without the need to ever enter the Visual Effect Graph Editor.
Uses (VFX) Events - one Game Object stores multiple effects which can be triggered via C# or Visual Scripting. A total of 26 Events (not including 'stop' events).
What are (VFX) Events?
Think of the Barrier effect, for example. It has these events/effects: create, loop, hit, end and stop. In this case, you start with the 'create' event, which then automatically continues with the 'loop' event. Each time the Barrier is damaged you send the ‘hit’ event that displays the corresponding effect. When the barrier expires, send an ‘end’ event that plays the final effect and stops the ‘loop’.
Let's have a look at the details:
Important properties are exposed so you can change color, spawn rate, rotation speed etc. directly in the Inspector.
Uses HDR colors - in combination with Bloom (Post Processing Effect), you have full control over the glow amount.
You can freely change effects' transform to get the desired size.
Where appropriate, world-space is used so moving objects leave trails and particles behind.
Has optimized meshes to reduce overdraw.
Utilizes custom uber effect shader made in Shader Graph.
1k textures with few exceptions used for tiny elements like sparks, embers etc.
CPU events and small C# code (included) handles lights in prefabs.
Works with Orthographic projection.
Requirements
Requires Unity 2020.3 or newer with Visual Effect Graph 10+ and Shader Graph.
Works in URP and HDRP. Visual Effect Graph has limited compatibility with mobile devices (including WebGL platform).