Fire that spreads through your scene: objects catch, burn, char and smoulder on their own HDRP materials, with no conversion. Water puts it out, barrels explode, soot marks the walls.Scorch sets fire to the scene you already have. Mark objects as flammable and they catch, burn, char, smoulder and go out: a glowing front crawls across each surface, flames and smoke rise from the burning part, neighbours heat up and catch in turn, and water puts it all out again. The char is drawn as a decal, so it works on HDRP Lit materials and most Shader Graphs without changing a single material, and no VFX Graph is needed. One Fire System object runs everything, with presets, a live monitor and a small scripting API.🔥 Burns What You Already Have- Char, soot, ash and glowing ember cracks on any material that receives decals. No material conversion, nothing to set up per material.- A glowing burn front crawls across every object, climbing faster than it spreads down, leaving cracked char whose embers die out patch by patch.- Objects near a fire brown on the side facing it before they catch, and keep that scorching even if they never ignite.- Burns belong to the object: char and embers move and turn with it when it's carried, knocked over or thrown.- Burnt stays burnt: burn progress saves with the scene, and pre-burnt ruins are one click (Burn Out Now).🌬 Fire That Behaves- Fire spreads from object to object on its own: faster downwind and upward, and it never jumps to stone or metal.- 7 material presets that burn the way you'd expect: cardboard and paper, cloth and canvas, hay and dry brush, dry wood, planks and furniture, hardwood beams, damp wood. Make your own from any preset.- Water puts fires out: hoses, buckets and rain knock the flames down in a burst of steam, and the char stays exactly as far as the fire got.- Wet things resist fire: soak a wall to make a firebreak; it dries over time and can burn again.- Fires take their time like real ones and die down into smouldering embers before going out.✨ Looks Right Up Close- Layered particle flames: a full flame body that keeps tearing into tongues, simulated licks curling off it, sparks thrown from the hottest spots. Cheap enough for a whole burning street.- Optional volumetric flames for hero shots: a live 3D fire simulation for the nearest fires, with distant ones on particles.- Smoke that tells you what is burning (pale over hay, grey over timber, black over fuel), glowing ember flakes, falling ash and heat haze.- Fires light their surroundings: warm flickering light with soft shadows from the nearest fires, managed automatically.- Scorch marks on any surface, stone and metal too: soot climbs the walls above every fire, and explosions leave blast marks with a glowing core that cools.- Fire reads as fire in daylight too, not only at night.- Original fire sounds: a roar that follows each fire, crackling wood, steam hissing under the hose, six ignition whooshes and explosions.💥 Built for Gameplay- Explosive objects: tick Explosive on any flammable (fuel barrels, gas cans) and it blows after burning for its fuse time, setting off its neighbours in a chain.- Explosions in one call: fireball, blast mark, sparks, smoke, a flash of light, and nearby objects catch by distance and flammability.- A small C# API: set fires, put them out, ask how hot it is anywhere (for damage or AI), and react to every ignition, burn-out and extinguish with events.- Save games capture and restore every fire in one call.- A ready-made explosive fuel barrel with its own detailed textures.'🛠 Easy to Set Up- The Fire Manager: every fire setting in clear tabs under a live header, with a monitor that counts what is burning, smouldering, charred and wet and graphs the last 30 seconds.- A getting-started panel and a live setup check that spots anything that would hide the fire, with one-click fixes.- Pick what an object is made of with material cards, see its fire on a live burn bar, and drag an explosive's blast radius in the Scene view.- Every flammable in one list: search, filter by state, and give many objects a new material in one click.- Paint scorch marks with a brush in the Scene view.- Watch fires spread, burn and explode in the Scene view without entering Play Mode.- A demo scene with a stop for every feature, and an 18-page illustrated PDF manual.All sounds, textures, meshes and materials are original and procedural; no third-party content.Requirements- Unity 6.0 LTS (6000.0) or newer- HDRP 17.0+ (HDRP only)- Decals enabled in the HDRP asset; char shows on materials with Receive Decals on (the HDRP default).The Fire Manager's setup check finds and fixes the common cases.- Compute shaders (volumetric flames only)- Optional: Input System package (the demo works with either input backend)Contents- Runtime C# (namespace JamzeySt.Scorch): Fire System, Flammable, presets, spread and heat model,flames, lights, water, explosions, scorch marks, audio, save/restore- Editor C#: Fire Manager (UI Toolkit), Flammable inspector, setup check, objects list,mark brush overlay, Hierarchy marker, menus (Tools > Scorch, GameObject > Scorch)- Shaders: char decal, scorch-mark decal, flame body, flame licks, smoke, sparks, embers, ash,heat haze, water, volumetric fire volume + fire simulation compute shader- Prefabs: Scorch Fire FX, Scorch Water Hose, Scorch Explosive Barrel (demo)- Presets: 7 material presets- Audio: 19 original clips (fire loop, steam loop, 8 crackles, 6 ignitions, 3 explosions)- Textures: flame flipbook, flame masks, fire noise (baked procedurally)- Demo: Scorch_Demo scene with five stations (spreading fire, seven materials, water and firebreaks,explosive barrels, pre-burnt ruins), demo materials, barrel mesh and textures- Documentation: PDF manual (18 pages), READMEPerformance (measured, Unity 6.5 / HDRP 17.5, 1080p, NVIDIA RTX 2060, demo scene with everything on fire)- CPU: about 1.3 ms a frame for the fire simulation with 20 objects burning- No per-frame garbage from the fire in steady state- Burnt-out objects draw as one simple char area each- Shadowed fire lights refresh from HDRP's cached shadow atlas at 30 HzTested on- Unity 6000.0.31f1, HDRP 17.0 (fresh template project, package import: no errors or warnings, shaders andcompute kernels compile, demo scene intact)- Unity 6000.5.4f1, HDRP 17.5 (development project, Play Mode)- Windows, DX12, NVIDIA RTX 2060Not included / limits- Char only shows on materials that receive decals- Water is tracked per object, not per spot (hosing one end of a long plank puts out the whole plank)- Wetness shows on charred areas only- Hose hits need colliders on flammables (or a surface within the spray's splash radius)- Burnt objects char but don't crumble or collapse; terrain and grass don't burn- No URP or Built-in render pipeline; XR not verifiedUsed for Procedurally Creating an Active Test Demo Scene for testing the Beta Phase of theAsset


