Physically based jet engines for URP: volumetric afterburner, glowing interior with parallax, heat haze, ten engine looks, one-line scripting API and a mobile tier.Physically based jet engines you control from one line of code.HyperRealistic Jet Engine & After Burners gives you afterburning turbofans, turbojets, rockets and sci-fi drives for Unity 6 and URP. It is built from hand-written shaders, with no particle systems and no textures to ship, and it costs four draw calls per engine.AFTERBURNER PLUME: a volumetric plume ray marched inside one bounding volume. Colour comes from black-body emission with Stefan-Boltzmann brightness, with a turbulent shear layer, a chemiluminescent blue flame root and Mach diamonds that follow throttle and reheat.ENGINE INTERIOR: look into the nozzle and see real parallax: the throat, flame-holder gutters, spray bars and a spinning turbine, all glowing by temperature.HEAT DISTORTION: depth-aware hot-air refraction of whatever is behind the exhaust, without smearing the foreground.PBR NOZZLE METAL: petal seams, rivets, soot, temper colours and heat soak, lit by every URP light with shadows, Forward+ and reflection probes.A REAL ENGINE SIMULATION: spool-up and spool-down lag, the nozzle opening before the afterburner lights, fuel-manifold delay, staged ignition with an ignition kick, and heat soak of the nozzle skin.ANY ENGINE, ANY COLOUR: ten ready-made looks with JetEngineLooks.Apply: afterburning turbofan, turbojet, light fighter, heavy fighter, airliner (no reheat), rocket booster, plus ion, plasma, nebula and crimson sci-fi drives. Tint Color and Tint Amount recolour the whole engine; size, plume length, temperatures and response times are all public values.SCRIPTING: SetThrottle, SetAfterburner, SetEngineRunning, FullReheat, presets, C# events and UnityEvents, plus exhaust temperature, rpm and thrust outputs for your flight model. Everything previews live in edit mode.MOBILE READY: a dedicated Mobile quality tier with an analytic plume that needs no depth or opaque texture. It is selected automatically on handheld platforms.BUILT FOR SCALE: distance LOD, culling, an adaptive ray-march step count and SRP Batcher friendly materials. Solid geometry in front always hides the flame.FIVE DEMO SCENES with procedural art (no external assets): afterburner showcase at dusk, night engine test cell, formation fly-by, nozzle interior macro and the engine-variants line-up.Full PDF documentation is included (ANoor > Jet Engine > Documentation).List of VFX included: afterburner plume (ray-marched), afterburner plume (mobile, analytic), engine interior with parallax (bore, flame-holders, spray bars, turbine), PBR nozzle metal with heat tint and soot, heat distortion (hot-air refraction), colour-temperature-matched exhaust light.Number of VFX: 5 engine effects on 4 engine prefabs, plus 10 ready-made engine looks (turbofan, turbojet, light fighter, heavy fighter, airliner, rocket booster, ion, plasma, nebula, crimson).Texture sizes: no texture files to ship. Lookup and noise textures are generated procedurally (64x64x64 3D noise, 128x128 2D noise, 256x1 profile and black-body lookups).Custom shaders: Afterburner Plume, Afterburner Plume (Mobile), Engine Core Interior, Nozzle Metal (PBR), Heat Distortion, plus demo shaders (airframe paint, sky, cloud deck, dust). All hand-written HLSL for URP.Render pipeline: Universal Render Pipeline 17+ (Unity 6000.x), Forward and Forward+, Linear colour space. HDR and Bloom recommended.Requirements: Depth Texture and Opaque Texture enabled in the URP asset for the ray-marched tiers (ANoor > Jet Engine > Setup Project does it). The Mobile tier needs neither.Performance: 4 draw calls per engine, SRP Batcher friendly, distance LOD and culling, 5 quality tiers (Low, Medium, High, Ultra, Mobile).Scripting: C# API with UnityEvents and C# events; full edit-mode preview.Demo content: 5 demo scenes with procedural art, no external dependencies.Documentation: PDF manual included.Limitations: perspective cameras only; single-pass instanced XR is not supported.




