45 one-shot pixel-art explosions. Recolor smoke and fire separately, then drop a 32px or 64px burst into any scene.45 one-shot pixel-art explosions for games. Each burst is simulated in Houdini and packed into one atlas, so smoke and fire can be recolored separately without new textures.Demo: https://drive.google.com/file/d/1SkHxkjRHGI2Fnbgcxmi5dsAm6_TO2J5b/view?usp=sharingThe atlas stores smoke in R, fire in G, the soft mix between them in B, and the mask in A. 00_Original on both ramps brings back the original Houdini colors. Eleven smoke ramps and six fire ramps are included, plus hue, saturation, contrast, brightness, fire intensity, fire contrast and fire mix.Every explosion ships at two densities, 32px and 64px, with 64 frames each, plus the original frames the atlases were built from. Frames are square. Open Scenes/PixelExplosionDemo and press Play. Fire plays the current burst once. Back and Next walk the set, and 32 / 64 switches density.To use a burst in your scene, put the shader PixelArtExplosionPack/Mono Atlas Flipbook on a quad, assign a BurstNN atlas, and a smoke ramp plus a fire ramp. The quad stays square. Set Frames Per Second above 0 to play it, or drive Frame Offset yourself for a one-shot.Built-in and URP are supported. HDRP is not.The graphics, frames and atlases are my own work, simulated in Houdini. The shader and the demo were made with help from an AI coding assistant.45 one-shot explosions, 64 frames each, 8×8 atlas32px: frames 128×128, atlas 1024×102464px: frames 256×256, atlas 2048×2048Original frames included in Frames32px and Frames64pxAtlas channels: R smoke, G fire, B mix, A mask11 smoke color ramps and 6 fire color rampsSeparate smoke and fire color controlsPoint filtering, no compression, no mipmapsDemo scene with one-shot playbackBuilt-in Render Pipeline and URP. HDRP is not supportedThe explosion graphics, animation frames, and texture atlases were created by me as Houdini simulations and are not AI-generated. The shader and the demo scene scripts were written with assistance from Cursor, an AI coding assistant. I reviewed, edited, and tested that code in Unity before submission. No third-party or copyrighted material was used as a source.


