Reusable procedural stylized fire Sub Graph for URP, including an example Shader Graph, demo scene, and TV frame textures for quick setup.Compatible only with the Universal Render Pipeline (URP).Not compatible with the Built-in Render Pipeline or HDRP.Requires URP and Shader Graph in the target project.The included example shader and demo scene were created for URP.Simple Stylized Fire – TV Graffiti is a URP package built around a reusable procedural fire Shader Graph Sub Graph.The package includes 1 Sub Graph, 1 example Shader Graph, 1 demo scene, and 2 TV frame textures. The fire itself is procedural, while the included textures are used for the TV frame graphics.This package is intended for developers who need a stylized fire look inside Shader Graph workflows and want a reusable setup that can be studied, modified, and integrated into URP projects. The included example shader demonstrates how to apply the effect to a plane/surface and use it as a starting point for further customization.It is suitable for stylized visuals, graffiti-like effects, emissive surface effects, and VFX-oriented URP workflows.Main benefits:• reusable fire logic in Shader Graph• faster setup of a stylized procedural fire effect• example content for integration and customization• no baked fire flipbook as the fire effect itself is proceduralRender Pipeline:• Universal Render Pipeline (URP) onlyPackage contents:• 1 Shader Graph Sub Graph• 1 Shader Graph example• 1 demo scene• 2 textures • 1 example materialEffect type:• Procedural stylized fire created in Shader Graph• Includes a ready-to-use example for displaying the effect on a plane/surfaceTextures:• TV frame graphics included• Texture sizes: 1024x1024 pxCustom shaders:• 1 Shader Graph shader• 1 reusable Sub GraphScripts:• CameraPromoSway for demoDependencies:• Universal Render Pipeline• Shader GraphTested with:• Unity 2022.3.62f1• URP 14.0.12Compatibility:• URP only• Not compatible with Built-in Render Pipeline• Not compatible with HDRPSome preview textures (TV frame graphics) were generated using AI tools and further refined manually.All shaders, subgraphs, materials and technical implementation were created manually.




