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H
Great Asset for a Rpg Game
2 months ago
HiltonLlwellynJamesVarian0on version 1.0.3
A really Great Asset Wonderful for all Rpg Game Styles and Great for Magic Spells Effects You will not Regret Buying it. Keep up the Good Work Love all the Effects for Fire and Spells.
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If you get an error when using the shader (in URP), here's the modified version of the shader:
Shader "Custom/AdditiveTintable"
{
Properties
{
[MainTexture] _MainTex ("Color (RGB) Alpha (A)", 2D) = "white" {}
[MainColor] _TintColor ("Tint Color (RGB)", Color) = (1, 1, 1, 1)
_InvFade ("Soft Particles Factor", Range(0.01, 3.0)) = 1.0
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" "RenderPipeline"="UniversalPipeline" }
LOD 200
Pass
{
Cull Back
Lighting Off
ZWrite Off
Blend SrcAlpha One
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_particles
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
half4 color : COLOR;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float2 uv : TEXCOORD0;
half4 color : COLOR;
float4 positionCS : SV_POSITION;
#if defined(SOFTPARTICLES_ON)
float4 projPos : TEXCOORD1;
float viewDepth: TEXCOORD2;
#endif
};
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
half4 _TintColor;
float _InvFade;
CBUFFER_END
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
Varyings vert(Attributes v)
{
Varyings o;
o.positionCS = TransformObjectToHClip(v.positionOS.xyz);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color * _TintColor;
#if defined(SOFTPARTICLES_ON)
o.projPos = ComputeScreenPos(o.positionCS);
o.viewDepth = -TransformWorldToView(TransformObjectToWorld(v.positionOS.xyz)).z;
#endif
return o;
}
half4 frag(Varyings i) : SV_Target
{
half4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv) * i.color;
#if defined(SOFTPARTICLES_ON)
float rawSceneDepth = SampleSceneDepth(i.projPos.xy / i.projPos.w);
float sceneZ = LinearEyeDepth(rawSceneDepth, _ZBufferParams);
float partZ = i.viewDepth;
float fade = saturate(_InvFade * (sceneZ - partZ));
col.a *= fade;
#endif
return col;
}
ENDHLSL
}
}
}
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2
0
D
Not working with URP
2 years ago
Dmitry_Nikitinon version 1.0.3
Not working with URP, all fire is pink
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2
0
R
They do NOT work with URP
2 years ago
RiverExploreron version 1.0.3
I tried dozens of shaders. They all look white or pink.
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0
All the different fire prefabs look fantastic. However, even though it says it's compatible with URP, it's not out of the box. You need to change some of the shaders to use legacy particle shaders. Author suggested using the converter, but that only worked for materials using the standard shader. He never got back to me about the other shaders that didn't convert. I had to use trial and error to see what worked best. At least it's free!
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