Production-ready projectile tracers and volumetric smoke wakes for Built-In, URP and HDRP, with 22 tracer presets, 65 wake presets, hitscan, pooling and live Scene previews.Create readable, cinematic projectile effects without building a new visual stack for every weapon.Advanced Tracer - Wake System combines a bright projectile tracer with an optional smoke or vapor wake. Any TracerProfile can be paired with any WakeProfile, so rifles, machine guns, snipers, rockets, plasma bolts and stylized weapons can share one modular, pooled runtime architecture.INCLUDED- 22 ready-to-use tracer profiles.- 65 wake profiles across four wake renderers.- 9 demo and focused test scenes covering Built-In, URP, HDRP, projectile and hitscan workflows.- Complete 18-page PDF documentation with setup, API examples, profile references, performance guidance and troubleshooting.- Runtime source, custom inspectors, Scene-view preview tools, shaders, materials, textures and example prefabs.TRACER RENDERERS- LineRenderer: efficient camera-facing core and halo tracer.- MeshStretched: true 3D projectile geometry for close shots and large rounds.- MeshAnimated: mesh tracer with animated shader detail.- Chain: segmented lightning and belt-style effects.- CometTrail: sampled tapered history trail.- Particle: particle-following projectile visuals.WAKE RENDERERS- LineRenderer: the lowest-cost smoke ribbon for massed fire.- MeshStretched: a very low-CPU 3D hero trail stretched from muzzle to projectile, with world-space texture tiling.- TubeTrail: procedural 3D tube that follows curved and ballistic paths.- HybridSmoke: ribbon core plus crossed-card volume for thick, puffy trails.PROJECTILE AND HITSCAN WORKFLOWSFire normal moving projectiles or supply a resolved endpoint for hitscan weapons. Hitscan wakes appear at full muzzle-to-impact length immediately and then run the selected fade. Profiles support gravity, optional hit detection, impact splitting, attached VFX, attached lights, HDR core/halo color, emission, noise, width curves and multiple dissolve modes.FAST ITERATIONTracerProfile and WakeProfile ScriptableObjects keep weapon data modular. Live Scene-view previews use the runtime meshes, materials, taper handling and fade math. Width, thickness, color, emission, bloom response, noise, erosion and fade behavior can be tuned without entering Play Mode.PERFORMANCE-FOCUSED ARCHITECTURETracers, wakes, attachments and trackers are pooled. Bulk kinematic movement uses Burst jobs, per-instance shader values use MaterialPropertyBlocks, and distance-based detail LOD removes sub-pixel texture work without popping trails. Configurable tracer and wake budgets make the system suitable for sustained automatic fire and large battle scenes.RENDER PIPELINESIncludes dedicated demo scenes and compatible shader passes for Built-In, URP and HDRP. URP users should enable HDR for bloom and Depth Texture for soft intersections. HDRP physical exposure compensation is handled automatically.IMPORTANT COMPATIBILITY NOTES- Authored and tested in Unity 6.4 (6000.4.7f1).- Uses Unity Registry Burst and Collections packages.- HDRP soft-particle depth fading is not available in the cross-pipeline wake pass, so geometry intersections can show a harder edge.- Projectile hit detection and Split On Impact are implemented by the LineRenderer tracer backend. Other visual backends should receive a gameplay-resolved hitscan endpoint or use the game's collision component.Designed for FPS, TPS, tactical shooters, arcade shooters, sci-fi combat, vehicle weapons, turrets and cinematic battle scenes.Version: 1.0.0Tested Unity version: Unity 6.4 / 6000.4.7f1Render pipelines: Built-In, Universal Render Pipeline 17.4, High Definition Render Pipeline 17.4Content:- 22 TracerProfile presets.- 65 WakeProfile presets: 18 LineRenderer, 11 MeshStretched, 18 TubeTrail and 18 HybridSmoke.- 6 tracer renderer types and 4 wake renderer types.- 9 demo and focused test scenes.- 31 C# source files covering runtime, editor tooling and demos.- 5 shaders plus 2 shared HLSL include files.- 97 materials and 5 prefabs.- 337 included texture/image files. Effect texture sizes are primarily 256x256, 512x512 and 1024x1024.- 18-page PDF documentation.- Approximate package size: 186 MB before Asset Store packaging.Runtime features:- Projectile and hitscan APIs.- ScriptableObject-based tracer and wake profiles.- Pooled tracers, wakes, attached VFX and lights.- Burst-compiled bulk kinematic tracer movement.- MaterialPropertyBlock-based per-instance shader values.- Configurable active-effect budgets, distance cutoff, overlap replacement and shader-detail LOD.- Core/halo HDR shading, emission, animated noise, soft particles, erosion, dissolve and sweep dissolve.- Gravity, optional LineRenderer hit detection, impact splitting and continuous LaserProfile/LaserBeam support.- Runtime-tunable colors, widths, curves, speeds, lifetimes and fade modes.Dependencies and setup:- Unity Burst 1.8.29 and Collections 6.4.0 from the Unity Registry.- URP projects: enable HDR for bloom and Depth Texture for soft particles.- Built-In demo bloom uses Post Processing 3.5.4.- No native plugins, accounts, subscriptions or external runtime services.Known limitation:HDRP uses the compatible cross-pipeline wake pass without soft-particle depth fading. Projectile collision and Split On Impact are provided by the LineRenderer backend; other tracer visuals are intended to consume gameplay-resolved endpoints/hitscan results or a separate collision component.OpenAI Codex was used as a coding assistant during development to analyze the Unity architecture, help implement selected C# and shader changes, and troubleshoot visual, pooling and performance issues. The publisher manually reviewed, compiled and tested the resulting code and settings in Unity. AI was also used to help draft the marketing text; the product screenshots and demo footage are captured from the actual running package.

