Bring your battles to life with stunning lasers, hits, explosions, shields and dynamic destruction. Ready-to-use VFX, prefabs, scripts, and shaders to boost any fantasy or sci-fi gametested only in URPSci-fi or fantasy weapons, energy shields, hit effects and mesh destruction for URP.WebGL Simple DemoVersion 2.0 is a full rewrite. Every effect runs on hand-written HLSL shaders and C# scripts. No VFX Graph, no Shader Graph, no compute shaders, no third-party code. The same effects run on desktop, mobile and WebGL2.A weapon is a chain of parts: Weapon, Shot, Visual, Attachments, Impact Set, Impacts. Replace one part and keep the others. The Weapon Builder window shows the full chain with a live preview and makes a new weapon from any preset in one click.WEAPONS- 18 ready weapons: laser bolts, machine guns, plasma stars, fire and plasma rockets, fireballs, laser beams, electric arcs- Fire modes: Single, Burst, Auto, Beam- Several muzzles fire in turn, with a spread cone and a muzzle flash in the color of the shot- Damage, speed and range multipliers per weapon- Two calls to fire from player input, AI or Timeline: SetTrigger and FireOnceSHOTS- Projectiles use a sweep test, so fast shots do not pass through thin targets- Beams follow the barrel every frame, deal damage in ticks and keep one looping impact at the hit point- Attachments: rocket exhaust with flipbook fire and smoke, ribbon trail, flight loop soundHIT EFFECTS- Modular impacts: flash, sparks, spark ribbons, fireball, trails, shockwave, burn mark, point light, sound- The Impact Set selects the effect by surface: Default, Shield or Hull- Impacts stay on moving targets- Burn marks are stamped on the GPU into a mask per target and stay on the hullENERGY SHIELDS- 8 presets with Texture, Dots, Rings, Polygon and Fresnel looks- Up to 8 hit waves at the same time, regeneration, collapse with dissolve and sparks- Intersection glow, edge glow, vertex pulse, hit noise- No material copies at runtimeDESTRUCTION- Voronoi fracture baked in the Editor. No mesh cutting at runtime- Big chunks with small splinters near the hit point. Up to 4 variants per mesh, and the hit point selects the variant- GPU debris with one draw call per submesh, or physics fragments with Rigidbody- Crack phase with glowing cut faces, then explosion and sparks on the largest fragments- Your own shaders support GPU debris with one include and one function callEDITOR TOOLS- Weapon Builder: all slots of one weapon in one window, isolated preview with fire, loop, target and distance controls- New Weapon From Prefab copies a weapon with its shot, impacts and materials into a new folder- FX Preview plays weapons, shots, impacts, shields and destruction in the Scene view without Play Mode- Color, size and alpha over life are Gradient and Curve fields on the materialPERFORMANCE- Own stateless GPU particles: the shader computes every particle from one burst record- GPU instancing: all shots with one material draw in one call per 64 instances- Object pool for shots, impacts and debris. No garbage after prewarmDEMO- Space battle: 7 cannons against a ship with a shield and destruction- First person shooting range: 10 weapons, moving targets with random shields and health bars- Mouse, keyboard and touch controls- Unity 6000.3 (tested on 6000.3.7f1), URP 17.3. Built-in RP and HDRP are not supported- Platforms: DX11, DX12, Vulkan, Metal, GLES3, WebGL2- No compute shaders, no VFX Graph, no Shader Graph- 21 hand-written HLSL shaders with GPU instancing- 18 weapon prefabs, 8 shield prefabs, impact and destruction prefabs- 16 sound clips- Full C# source code in Runtime and Editor assemblies. No third-party code- Burn marks need a MeshCollider and a mesh with UV0 without overlaps- Fracture: up to 64 fragments per variant. MeshRenderer only, SkinnedMeshRenderer is not supported- The demo scenes need the Input System package. Runtime and Editor code does not- Documentation: 8 files in the Documentation foldertextures and documentation help




