Ten cinematic, castable ability effects for Unity URP, at a fidelity you will not find anywhere else on the Asset Store.Real raymarched volumes, true gravitational lensing, procedural fire, acid, ink and neon. Every one is a one click drop in you trigger from a keypress and tune live while it plays.🔥 Volcanic Ward ・ 🐍 Cyber Serpent ・ ☠️ Venom Surge ・ 🪨 Monolith Rift ・ ⚡ Celestial Rend ・ 🧪 Acid ・ 🗡️ Baleful Cascade ・ 🌿 Arbor Bloom ・ 🖌️ Sumi Tide ・ 🌌 Astral Void🔥 VOLCANIC WARD: A sealing dome of fire with rune bands and rising monoliths over a molten, shattered floor. A guard effect that stands and breathes.🐍 CYBER SERPENT: A neon wireframe serpent that races the length of a routed circuit field, trailing helix ribbons of light.☠️ VENOM SURGE: A cluster of amethyst crystals erupts around a churning venom core, with rising toxic motes.🗻 MONOLITH RIFT: A great stone slab tears up through the floor while shattered debris orbits and rift fissures crack outward.⚡ CELESTIAL REND: A pillar of judgment light with a four point star, halo rings and a focused magic circle on the ground.🧪 ACID POOL: A corrosive pool that spreads across the floor, boiling and eating a stranded rim, with a wet specular sheen.🗡️ BALEFUL CASCADE: A crown of void blue blades erupts from the ground around a dark heart, revealed with a burning edge.🌿 ARBOR BLOOM: Living vines climb and curl up out of a sigil and open into a glowing bloom at the crown.🌊 SUMI TIDE: A raymarched ink vortex over a painted pool: a watercolour wash, a wall of water, a jet up the middle, and ink hanging in the swirl.🌌 ASTRAL VOID: A black hole. A beamed photon ring, a raymarched spiral galaxy of gas, and a gravitational lens that bends the whole scene behind it.💎 AAA FIDELITYReal raymarched volumes and gravitational lensing, not billboards and flipbooks. Nothing at this quality exists on the store.🖱️ ONE CLICK EACHEvery effect adds fully wired from the Tools menu. No prefab hunting, no setup ritual.🎛️ TUNE IT LIVEDrag a slider in Play and it reshapes in front of you. Recolour, resize and retime every effect without touching code.🎯 CAST FROM A KEYPRESSEach effect has a cast controller with a phased timeline you trigger by key, or from your own code with a single Cast call.🏔️ WORKS ON ANY TERRAINIncluded helpers place effects on the ground and drape the flat floor decals over slopes, so your spells fit real hills.💬 FAST SUPPORTMade by an active publisher. Ask on Discord and get a real answer.🎮 PIPELINE: Built for the Universal Render Pipeline on Unity 6 or newer. ⚙️ REQUIREMENTS: Depth Texture must be on in your URP asset (the volumes and soft edges read it). Opaque Texture is needed only for the Astral Void gravitational lens, and the one click setup turns it on for you.✨ CONTENT: Ten complete ability effects, each in its own folder with its shaders, its mesh generators, its cast controller and a one click menu that assembles it.🎨 27 HAND WRITTEN URP SHADERS plus 8 procedural noise libraries. Raymarched volumes, gravitational lensing, vertex driven lathes, ground decals and an instanced particle system.🖌️ ALMOST TEXTURE FREE: The look is procedural, so it stays crisp at any size and adds barely anything to your build. 🕹️ 28 RUNTIME SCRIPTS: Cast controllers with phased timelines, procedural mesh generators, a GPU instanced particle engine, a volumetric fog and ember system, and the terrain helpers.🎯 CAST CONTROLLERS: Every effect casts on a keypress or from your own code with a single Cast call. Timelines, radius, colours and glow are all exposed in the Inspector. Nothing is baked.⌨️ INPUT: Works with both the legacy Input Manager and the new Input System. Default cast keys are C, V, B, G, H, J, K, L, N and M, all rebindable.🏔️ TERRAIN READY: A GroundCast helper places any effect on the ground under an aim ray, and a TerrainConformGround component drapes the flat floor decals over slopes. Ground needs a collider.⚙️ PERFORMANCE: The two raymarched effects, Sumi Tide and Astral Void, expose a Steps slider so you can scale quality to your target hardware. The rest are light shader and particle work.




