Advanced URP shader for bioluminescent creatures. Features organic vertex animation, subsurface scattering, iridescence, and pulsating emission. Perfect for fantasy mushrooms, jellyfish, alien life.Bring your fantasy worlds to life with this advanced bioluminescent shader designed for magical mushrooms, ethereal jellyfish, alien creatures, and deep-sea organisms.Bioluminescence shader combines physically-based rendering with specialized effects that capture the otherworldly beauty of luminescent life forms. Whether you're creating an enchanted forest floor covered in glowing fungi, an underwater realm populated by drifting jellyfish, or an alien planet teeming with strange bioluminescent fauna, this shader delivers stunning visual results with artist-friendly controls.The vertex animation system simulates organic movement without requiring skeletal rigs or blend shapes. Three distinct wave modes cover everything from gentle mushroom cap breathing to the hypnotic undulation of octopus tentacles. The animation automatically scales to any mesh size, so you can use the same material across your entire ecosystem.Real-time subsurface scattering reveals the translucent quality of thin organic membranes, showing light bleeding through caps, bells, and fins. The iridescence system adds that magical rainbow shimmer seen on soap bubbles and beetle shells. Pulsating emission with flow animation creates the living, breathing quality that makes bioluminescent creatures so captivating.Built exclusively for Unity 6 and the Universal Render Pipeline, SH_BioLumin takes full advantage of modern rendering features including Forward+ clustered lighting, proper shadow casting with animated geometry, and SRP Batcher compatibility for optimal performance.Perfect for fantasy RPGs, underwater exploration games, alien world builders, psychedelic experiences, and any project that needs organic creatures with that special magical glow. Organic vertex animation with three wave modes (OneWave, SinWave, InfiniteWave) Scaleindependent animation using automatic renderer bounds detection Real-time subsurface scattering for translucent organic materials Anglebased iridescence with custom gradient support Pulsating HDR emission with configurable speed and amplitude Flow map animation for moving emission patterns Enhanced fresnel rim lighting with emission boost Full PBR workflow with metallic/smoothness Detail map system for perpixel effect masking Doublesided rendering support Correct animated shadows and depth normals Forward+ and clustered lighting compatible SRP Batcher optimized Unity 6 / URP exclusive 3 fbx models from 5k to 90k poligons 3 materialsWrite Documentations via chat GLM 4.7




