25 URP shaders for Unity 6, covering fire, ice, magic, and sci-fi effects, fully tweakable, no textures needed.URP (Universal Render Pipeline) only, Unity 6. Not compatible with Built-in RP or HDRP. A few shaders need extra settings enabled in your URP Asset: Water, Poison Cloud, and Energy Shield Bubble need "Depth Texture"; Wind/Air Distortion needs "Opaque Texture". No third-party plugins, no Shader Graph plain HLSL.25 shaders, all hand-coded in HLSL for URP on Unity 6. No Shader Graph, no locked node graphs, just plain shader files you can open and edit if you want to.Covers elemental effects (fire, water, ice/frost, lava, acid, poison cloud), sci-fi stuff (hologram, force field, energy shield, circuit board, glitch, data stream/matrix, scanner/radar, X-ray, portal), some magic/energy shaders (dissolve, electric, lightning bolt, plasma, magma crack, iridescent), and a couple of general-purpose ones (toon, wind distortion, space, smoke).Everything's exposed through material properties, so color, speed, scale, and intensity can all be changed without opening a single file. A few of these (fire, water, lightning bolt, scanner) are built for specific mesh setups the same way most shaders like that work, and the rest are built so they wrap seamlessly without seams showing up at UV edges, which is a common issue with this kind of effect on generic props.Works for fantasy or sci-fi projects, and honestly for stylized/cartoony stuff too since nothing here is tied to one specific art style.Included shaders: Acid, Circuit Board, Dissolve, Electric, Energy Shield, Fire, Force Field, Glitch, Hologram, IceFrost, Iridescent, Lava, Lightning Bolt, Magma, Matrix Data Stream, Plasma, Poison, Portal, Scanner, Smoke, Space, Toon, Water, Wind Distortion, X-Ray.Texture sizes: none, everything's procedural, so there's no texture memory cost at all.Number of VFXs: 25.Custom shaders: yep, all 25 are custom HLSL written specifically for this pack.I used AI to help write the HLSL for these shaders based on my specs for each effect and how it needed to behave in Unity. I tested and tweaked everything in engine before including it. No copied assets or textures, it's all procedural.




