172 cel-shaded explosions, grenades, muzzle flashes, impacts and smoke in a bright hero-shooter style — with radius damage, mobile versions and a playable shooting range.One material set for Built-in, URP and HDRP, no conversion needed. Run Tools > Stylized Explosions > Scene Setup for Bloom. Soft particles need the Depth Texture (URP). Screen distortion is URP-only (Opaque Texture on) and hides itself elsewhere. Tested on Unity 2022.3 (Built-in, URP) and Unity 6 (URP, HDRP).Stylized Explosions is a complete toolkit of cartoon combat VFX for shooters, action, tower defense and party games. Every effect is a ready-to-drop prefab with sound, light, camera shake and ground scorch, built on Unity's Particle System and lightweight unlit toon shaders.WHAT'S INSIDE — 172 EFFECTS• Explosions (50+): small / medium / large / XL, cartoon, barrel, vehicle, dynamite, gas canister, landmine, cluster, implosion, fuel-air, mushroom cloud, nuke, orbital strike, carpet bombing, black hole, plus colour and shape variants• Grenades: frag, Molotov, incendiary, napalm, EMP, flashbang, smoke• Weapons (24): muzzle flashes for pistol, revolver, suppressed, SMG, rifle, shotgun, sniper, machine gun, minigun, flare gun, plasma, laser, cannon, tank gun, RPG — plus tracer, rocket, plasma bolt, cannonball, laser beam, afterburner, mortar• Impacts: bullet hits on dirt, stone, metal, wood, glass, water, sand, snow, armor; ricochet, critical hit, railgun, rocket and shell impacts, toon blood• Elemental & sci-fi: ice, poison, shadow, holy, lightning, plasma, shield hit, shield break• Smoke (30): signal smoke in 5 colours, black plume, oil column, smoke screen, ground fog, vortex ring, steam jet, exhaust, dust wave, dust devil• Bombs & telegraphs: C4 and sticky bombs with blinking fuse, proximity mine, falling bomb, danger circle / cone / line, airstrike marker, target reticle• Comic: BOOM! POW! BANG! KABOOM! WHAM! and a comic explosion• Destruction & aftermath: 3D rock / wood / metal debris that bounces off your level, wall break, crate burst, glass shatter, collapse, burning wreck, crater smoke• Decals: scorch, burn mark, bullet holes, cracks, lava puddle, crater• Shockwave distortion (URP)GAMEPLAY-READY• Radius damage + knockback on every big blast (Small / Medium / Large / Huge presets, falloff curve, line-of-sight option) — implement one interface on your enemies• Camera shake that never moves your camera transform (works with Cinemachine)• Ground scorch that finds the floor, follows slopes and never floats over ledges• Pooling API, projectile and beam components, burnable propsMOBILE VERSIONSA light copy of every effect (about 45% of the particles, no real-time lights, no screen distortion, no shadows). Phones automatically start on Medium quality.TWO DEMO SCENES• Showcase with all 172 effects, fly camera, colour presets and slow motion• First-person shooting range: 14 weapons, 7 grenades, surface-aware impacts, breakable crates and glass, robots, and red barrels that set each other offTOOLSWelcome window, Effect Browser with thumbnails and drag & drop, one-click Scene Setup for every pipeline, Color Preset Creator, Play / Restart buttons in the Inspector without entering Play mode, full PDF manual.• Prefabs: 172 effects + 172 mobile versions + 2 burnable props• Shaders: 4 unlit toon shaders (fire, smoke, distortion, debris) — one set of materials for Built-in, URP and HDRP• Textures: procedural, 256–512 px• Audio: 10 SFX (explosion, impact, whoosh, ignite, fire loop…)• Particle System (Shuriken), no VFX Graph required• Scripts: C#, namespace StylizedExplosions, assembly definitions included• Demo scenes: 2 (showcase, shooting range)• Documentation: Documentation/StylizedExplosions_Manual.pdf• Tested on Unity 2022.3 (Built-in, URP) and Unity 6 (URP, HDRP)• Screen distortion requires URP with Opaque Texture enabled; it is hidden automatically elsewhereAI 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


