60 stylized death effects for any character: burning cracks, ice shatter, black hole, phoenix, crow flock and more. One prefab, one call.Tested on Unity 2021.3, 2022.3 and Unity 6 with Built-in, URP and HDRP. Hand-written shaders (no Shader Graph) with separate URP, HDRP and Built-in subshaders, no conversion needed. HDRP needs Linear color space; keep bloom on for the HDR glows. Demo bloom uses a URP volume. Demo controls use the classic Input Manager.Kill your characters in style. Stylized Death FX is a pack of 60 complete death effects: the character stands, gets killed, disintegrates in the effect's own style and leaves remains on the floor (a puddle, ash, rubble, a crater) that fade away on their own.Every effect is one prefab driven by one component. Drop it on your character, call Kill() and you're done.FEATURES• 60 unique effects: fire, ice, lava, gold, crystal, stone, sand, ash, blood, rot, jelly, black hole, void, meteor, infernal circle, phoenix rebirth, crow and butterfly flocks, origami cranes, beetle swarm, tentacles, hologram, glitch, pixel, digital rain, phase shift, aurora and more• Works on any mesh: static or skinned / animated characters• Your character keeps its own texture until the effect reaches it• Dissolve top-down, bottom-up or outward from the hit point with KillFrom(hitPoint)• Remains on the floor that fade out automatically• Flying creatures, flocks and rising spirits with their own animation• On Death Started / On Death Finished events, automatic Deactivate or Destroy• One shared, customisable dissolve shader: duplicate a material to make your own variant• Demo scene with all 60 effects, click-to-kill and a fly camera• PDF documentation• 60 prefabs• 1 dissolve shader (pattern, deform, edge, cracks, veins, glitter, stars) and 3 particle shaders; no Shader Graph required• Particle meshes: rocks, bones, organs, crystals, mushrooms, beetles, jelly cubes• 59 textures, max 512 px (most 64–256 px)• Scripts: SDVDissolveController, SDVRemains, actors (flyer, flock, tentacles, echoes); namespace StylizedDissolveVFX with its own assembly definition• Skinned meshes supported; enable Read/Write on the mesh for edge particles• Demo bloom uses a URP volume; demo controls use the classic Input Manager• Unity 2021.3 LTS and newerAI was used as a development assistant throughout the project. All output was directed, reviewed, tested and approved by the author.Code and shaders: C# scripts, editor tools and HLSL shaders were written with an AI coding assistant (Anthropic Claude) under the author's direction, then iterated and verified in Unity.Effect tuning and demos: the AI assistant helped tune presets and set up the demo scenes, and recorded test videos and screenshots for review.Documentation: the README and PDF manual were drafted with AI assistance and edited by the author.Textures: the demo cave background and the source images for the bat, feather and rose petal textures were generated with AI image tools and then processed into game-ready textures


