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 $30.
View 4 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $30 | Latest store price | |
| $24.90 | $25 Sale | |
| $15 | Unity Discount 2026-07-29 2026-08-12 | |
| $30 | Unity First Price 2026-07-29 2026-08-05 |
Sale and bundle history
The 3 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Volumetric Blood Fluids
- Art & Visuals > VFX
Works on all platforms (PC/Consoles/Mobiles) instead of WebGL
Supported URP/HDRP 6.0+
Pack includes 17 blood prefabs with baked fluids and decals
Android DEMO
PC DEMO
-Works out of the box.
Just drag and drop on a scene
-Easy scaling (using transform scale)
-Any color
-Any layer for the decal rendering
-Decals appear to depend on the height of a blood position (up to 2~5 meters)
-Used screen space decals for standard rendering and native decals system for urp/hdrp
It's fast enough. This method does not duplicate a mesh like a projector and used only 12 triangles per decal.
-Used instanced rendering for the blood and decals You can render the same blood prefab 500 times in two draw calls
-The number of triangles per effect 3k-6k.
Blood decals on animated models have artifacts (the decal is static relative to the skinned mesh), so it is recommended to use decals only with static surfaces (terrain/floor/etc)
Supported URP/HDRP 6.0+
Pack includes 17 blood prefabs with baked fluids and decals
Android DEMO
PC DEMO
-Works out of the box.
Just drag and drop on a scene
-Easy scaling (using transform scale)
-Any color
-Any layer for the decal rendering
-Decals appear to depend on the height of a blood position (up to 2~5 meters)
-Used screen space decals for standard rendering and native decals system for urp/hdrp
It's fast enough. This method does not duplicate a mesh like a projector and used only 12 triangles per decal.
-Used instanced rendering for the blood and decals You can render the same blood prefab 500 times in two draw calls
-The number of triangles per effect 3k-6k.
Blood decals on animated models have artifacts (the decal is static relative to the skinned mesh), so it is recommended to use decals only with static surfaces (terrain/floor/etc)