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: $15. The latest store price is $15, matching the lowest recorded price shown here.
View 1 recorded price
| Sale start / price check | Price | Observation |
|---|---|---|
| $15 | Latest store price |
About URP Distortion
- Art & Visuals > VFX
This is a URP and VFX Graph extension package that adds support for a Distortion Pass without modifying those packages. With it, you can create VFX Graph particle outputs with distortion in the same way HDRP supports out of the box. Compared to other URP distortion solutions, it integrates with VFX Graph the same way HDRP does, giving you two new particle outputs for distortion: mesh and quad. Most other solutions render distortion directly onto the surface, while this solution first collects all distortion renders into a separate target and applies them after the transparency pass. Although this introduces a few load and store operations, it avoids repetitive color grab passes and is more optimized for large amounts of distortion, which is typical for particle systems. It also includes optimizations such as stencil filtering. The code is optimized for mobile and has been tested. Rough distortion can be enabled or disabled; it simulates a rough or uneven distorted surface, causing the distortion direction to appear blurrier, similar to smoothness in PBR rendering, achieved through blurring. The package is written using Render Graph and does not support the old URP pass system. It integrates almost as if it were part of URP itself: simply adding the package immediately enables distortion support without needing to add Render Features, and it can be disabled or customized in Graphics Settings. All you need to do is add the new distortion particle outputs in your VFX Graph, in the same way as in HDRP. Note: If your project uses both HDRP and URP, you will need to change three script meta files, as the distortion URP output scripts share the same GUID as the distortion HDRP output scripts. This is intentional, as projects rarely use both SRPs, and sharing GUIDs allows all VFX written with HDRP distortion to work in URP out of the box without any changes.