36 procedural status-effect overlays forUnity6HDRP.Hand-written HLSL shells that wrap any meshburn, freeze, curse, heal, shield, phase and more. No textures,no bakes,every parameter exposed.StatusFX turns any character into a burning, frozen, cursed, poisoned or shielded one - with a single component and a single material slot.Every effect is a procedural shader shell drawn on top of the target mesh. The body keeps its own material, its own skinning and its own animation: the effect is added, never replaced. Drop a StatusFXOverlay on a character, assign an effect material, and it plays - in the Scene view, without entering Play mode.Nothing in this pack is textured, baked or captured from a flipbook. Every crack, flame, ice crystal, rune, scanline and voronoi plate is generated in HLSL at the pixel, so it is resolution independent, never tiles visibly, never pops at the seams of a UV layout, and costs no VRAMStatusFX turns any character into a burning, frozen, cursed, poisoned or shielded one - with a single component and a single material slot.Every effect is a procedural shader shell drawn on top of the target mesh. The body keeps its own material, its own skinning and its own animation: the effect is added, never replaced. Drop a StatusFXOverlay on a character, assign an effect material, and it plays - in the Scene view, without entering Play mode.Nothing in this pack is textured, baked or captured from a flipbook. Every crack, flame, ice crystal, rune, scanline and voronoi plate is generated in HLSL at the pixel, so it is resolution independent, never tiles visibly, never pops at the seams of a UV layout, and costs no VRAM- Auto-fit. The shell measures the target's bounds and scales the pattern to it, so the same material reads correctly on a 0.2 m potion bottle and a 12 m boss without touching a slider.- Skinned meshes supported. The shell copies the target's renderers and follows the animation, including blend shapes.- Two shell modes. A skin-tight copy for coats, or a single sphere around the whole target for domes, shields and barriers.- Multi-renderer characters (body + hair + armour + weapon) are handled as one target.GAMEPLAY-READY API- Progress (0-1) drives the sweep, so you can bind an effect to a health bar, a timeline, an animation curve or a cooldown.- Cycle loops cast, hold, fade and gap automatically, with every phase length exposed - perfect for ambient auras and idle states.- Effects are additive per target and clean up after themselves.Some visual effects and textures included in this package were generated with the assistance of AI.




