Retro Arsenal is the ultimate VFX collection for pixel art games, offering over 1000 prefabs and 250 unique VFX, enhancing your game with vibrant visuals and select sound effects.Created in built-in render pipeline, featuring an upgrade package to URP.This asset works best with bloom enabled in pixel art or low-resolution textured games.Make your game more exciting with magic spells, projectiles, sword slashes, explosions, and impact effects from Retro Arsenal. Also included are glowing fireflies, as well as fire, smoke, and weather effects to add more ambience to your world.The prefabs are sorted into three main categories for ease of use. The range of effects is suitable for genres such as RPGs, shooters, platformers, racing, and adventure games.Each unique effect can have multiple color variants, different elemental types, or other variations.See more information in the technical description.WebGL Demo | ForumFeaturesOver 250 unique VFX1055 total prefabsMost FX available in 4-6 colorsSome FX available in elemental themes70+ pixel art flipbooks combined into texture atlases150 sound FX30+ materialsCustom shadersInteractive demo projectExtra integrationsCheck out Projectile Factory for an easy-to-use, yet versatile integration for the missile effects in Retro Arsenal. It simplifies customization and gets the effects game-ready quickly!The asset was created in the built-in render pipeline but comes with an URP Upgrade package included. The particles use a mix of Unity's standard particle shaders and custom shaders made with Amplify Shader Editor. The pack relies on Bloom post-processing effects to look its best.Effects SummaryThe effects are sorted into three major categories (Combat / Environment / Interactive), each with sub-categories such as 'Barrage'. Each type of effect in these sub-categories usually have different color variants, styles, elemental themes and behaviors (looping/one-shot).E.g., the Barrage effect has five types: 'Arrow', 'Shuriken', 'Bullet', 'Fireball', and 'Stone' barrage. Some of these have different color variants as well. Effects with color variants usually have blue, green, purple, red, and yellow.All showcased missile effects come with matching muzzleflash and explosion effects, as well as sound effects.Combat EffectsBarrage (5 types)Beams (2 types)Damage (3 types)Death (2 types)Explosions (26 types)Explosions (Onomatopoeia/Text) (27 types)Fighting (12 types)Flamethrower (1 type)Magic (7 types)Missiles (23 types)Muzzleflash (20 types)Nova (2 types)Orbital (2 types)Regenerate (1 type)Stun (2 types)Sword (5 types)Environment EffectsBubbles (4 types)Dust (1 type)Fire (7 types)Fireworks (2 types)Flowers (5 types)Insects (4 types)Leaves (2 types)Lightning (2 types)Liquid (7 types)Music (3 types)Smoke (6 types)Sparks (3 types)Sparkle (6 types)Stones (5 types)Weather (6 types)Interactive EffectsBalloons (2 types)Beamup (2 types)Confetti (5 types)Emojis (40 types)Jet (3 types)Loot (7 types)Mining (2 types)Money (3 types)Mouseclick (4 types)Movement (3 types)Portal (1 type)Powerbox (15 types)Regenerate (1 type)Rings (6 types)Speedboost (4 types)Status Icons (7 types)Symbols (5 types)Tornado (3 types)Zone (7 types)ShadersShaders are made with Amplify Shader Editor. Most shaders increase Emission of the texture and have an option to Tint directly in the shader. Most of them are, however, hooked up to Vertex Color, so that each effect can have color animations directly in the Shuriken Particle System.Beam: Scrolls a beam textureBeamDouble: Scrolls two beam texturesDisintegrate: Uses alpha erosion to 'disintegrate' textures/spritesPowerbox: This is for the powerup boxes. Makes it easy to swap with your own powerup icons and background images. You can customize colors of everything easily and adjust emission. The shader also have settings to rotate and bob the powerup box.RetroGlow: A simple texture that increases emission of the effect texture/spritesheetsTarget: Similar to powerup box, but is for a shootable target used in the demoTextGlow: Pans a glow/shine-type texture over the text effectsTexturesThere is a total of 39 textures:5 main atlases18 general textures, some used for shaders and minor effects16 individual powerup icon texturesMany effects in this pack use one or a few of the 5 main spritesheet atlases (sized from 256x512 to 512x512), thus limiting the need for multiple singular textures.Since many of the textures are animated by hand, Texture Sheet Animation is used for many effects, making it more complicated to change the sprite or texture for each particle system.