Real Smoke — Volumetric Smoke Grenades, Plumes & Gas (URP)
u3d
$11.00
$22.00
50%OFF
(no ratings)
Jump AssetStore
Volumetric smoke for Unity 6 URP: grenade smoke that floods through doors and down stairs, bullet holes, blasts, plumes, puffs and gas. 16 presets, 5 sizes, wind, lights and a gameplay API.Real Smoke adds volumetric smoke to Unity 6 (6000.3.21 or newer) in URP: responsive, tactical-shooter style smoke grenades that flood through your level's doors, windows and stairs, plus plumes, puffs, gas clouds and haze, all lit by your sun.Smoke that follows your level. Detonate a grenade and a flood fill spreads through the free space around it, asking your colliders what is blocked. The smoke seeps under doors and through windows, pours down a stairwell, stops at walls and merges with other smokes. A volume budget sets the size of the cloud, a seed sets its shape, and the same seed in the same place gives the same cloud on every machine. The outline is smoothed, so the cloud has no voxel steps. The solve takes about 15 ms once, in the Unity editor; after that the shader derives growth, hold and fade from the clock, so a smoke costs one upload in its lifetime.Smoke you can shoot, blast and walk through. RealSmokeAPI.Puncture opens a bullet tunnel along a ray that closes again in about 1.6 seconds. RealSmokeAPI.Blast clears a cavity that the smoke creeps back into. A Real Smoke Mover on a character or a vehicle pushes the smoke aside and leaves a trail that closes behind it.Sixteen presets in four kinds, five sizes each. Grenade and gas: Tactical Smoke (in ten colours), Military Screen, Signal (red, green, purple, orange), Toxic Gas, Tear Gas, Coolant. Plumes: Burning Wreck, Chimney, Campfire, Steam Vent, Exhaust. Puffs: Explosion Aftermath, Impact Dust, Dust Burst, Magic Poof. Volume: Stage Haze. One setting, XS to XL, takes a preset from a hand-sized puff to a smoke screen over 40 m wide. Every preset is a plain asset with an emitter prefab.Detail made in Houdini, shipped as data. The billowy edge comes from a tiling 128³ detail noise and the plumes and puffs from eighteen baked 3D sequences, all simulated in SideFX Houdini by the publisher. You do not need Houdini.Lit by your scene. The sun lights the smoke through its own shadow map, so buildings and trees shadow the cloud. A short self-shadow march gives every billow a lit side and a shaded side, and the ambient light comes from your light probes, skybox or gradient, so a cloud in a shaded alley takes that alley's light. A Real Smoke Light makes a point or spot light scatter inside the smoke for muzzle flashes and flares, and presets such as Signal, Campfire and Magic Poof glow by themselves.Wind. A global wind vector and Real Smoke Wind Zone volumes drift the billows, push a grenade's growth downwind and bend the plumes.A gameplay API. BlocksVision, Transmittance, SampleDensity and OverlapSphere read the same data the GPU draws, so an AI sees through a thin edge and not through a thick core; against the rendered image the mean transmittance difference is 0.046 for grenade smoke. Events (Detonated, FullyGrown, Dissipated) and a snapshot with a hash let a multiplayer server send inputs, not voxels: four smokes, a tunnel, a blast and the wind fit in 1.1 kB of JSON, and the clients rebuild the same clouds.Performance, measured on a shared GPU. One ray-marched fullscreen pass at half resolution with a depth-aware upsample and temporal accumulation. GPU time of the whole chain on an RTX 4090 at 1920x1080, taken while other processes were using the GPU: one Tactical smoke 0.45 ms at Ultra and 0.27 ms at Medium; four Tactical smokes 0.83 ms at Ultra and 0.41 ms at Medium; a Burning Wreck plume 1.43 ms at Ultra and 0.72 ms at Medium; sixteen mixed smokes 3.62 ms at Ultra, 1.61 ms at Medium and 1.13 ms at Low. Quality tiers Low, Medium, High and Ultra and a quarter-resolution march trade cost for detail. An idle GPU, mid-range GPUs and phones are not measured yet.A town block with a playable demo. The package includes the Tactical Block, an optional sample scene: an original sun-baked quarter with a plaza, a 3 m alley, doorways, a vaulted passage and a stair down to a sunken court, with colliders, baked lighting and eight marked smoke spots. Press Play and a demo throws smoke at them: a Tactical Smoke on the plaza, Toxic Gas pouring down the stair, a Burning Wreck plume bent by a wind zone and the four Signal colours on a roof terrace. Then fly around and use the panel or the keys to throw any of the 16 presets in any colour and size, set off an HE blast in the cloud, fire bullets through it and set the wind. The demo scripts use only the public API, so they double as sample code. The scene is URP only and about 40 MB.No compute shaders. No VFX Graph. No particle systems. The shader compiles for Direct3D, Metal, Vulkan and OpenGL ES 3 without errors or warnings; it has been tested on Windows.AI Ready. Real Smoke is built to be driven by AI coding agents (Claude Code, Codex, Cursor or a Unity MCP bridge) as well as by hand. Documentation/AGENTS.md ships in the package and gives an agent the entry points: the RealSmokeEmitter component (Detonate, Stop, Refresh, Extinguish), the static RealSmokeAPI (Puncture, Blast, BlocksVision, Transmittance, SampleDensity, OverlapSphere, Wind, global events), RealSmokeSnapshot for netcode, and the 16 presets as plain RealSmokePreset assets with prefabs under Assets/RealSmoke. Four editor verbs work from the Window > Real Smoke > Agent menu and headless with -executeMethod RealSmoke.Editor.RealSmokeAgentTools: ListPresets, PlacePreset (a preset into a scene at a position, size and colour), SolverSelfTest and Verify. Each logs one line (RSM_AGENT or RSM_VERIFY) and exits with 0 or 1, and Verify checks the 16 presets and prefabs, the shader, the detail noise and a deterministic solve, so an agent checks its own result in the log instead of guessing from a screenshot. The guide also holds task recipes and a short check against your own level.Requirements and limits: Unity 6000.3.21f1 or newer with URP 17.3 (Render Graph). HDRP and the Built-in render pipeline are not supported. The smoke needs 3D colliders on your level to flow around it. It does not cast shadows onto the scene, and transparent objects draw over it. Up to 16 smokes are drawn per frame. XR, mobile and WebGL are not validated. The sample's demo panel uses uGUI (part of Unity's Universal 3D template) and reads the keys through the Input System package or the old Input Manager.Full C# and HLSL source, a manual, a changelog and an agent guide are included. Every shader, script, preset, prefab, model, texture and data file was made by the publisher; there is no third-party content.More from this family: Real WeatherReal Volumetric — volumetric fog, god rays and fog volumes for Unity 6: https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/real-volumetric-volumetric-fog-lighting-fog-volumes-god-rays-urp-406144Real Flame — screen-space fire, heat haze, embers and smoke: https://u3d.as/49XEReal Rain — screen-space rain, wet surfaces, lens droplets and thunder: https://u3d.as/49BWReal Snow — screen-space snow, blizzard, snow cover and frost on the lens: https://u3d.as/49YaAll packages by this publisher: https://assetstore.unity.com/publishers/20507Support: questions and bug reports are welcome at cgteamorg@gmail.com and, after the release, in the Real Smoke thread on Unity Discussions. Please include your Unity version, the URP version, the preset, the size and the quality tier. If Real Smoke works for you, a rating on this page helps other buyers find it.Unity 6000.3.21f1 or newer. URP 17.3 (required; Render Graph). The HDRP and Built-in render pipelines are not supported.One ray-marched fullscreen pass at full, half (default) or quarter resolution, a reprojected temporal accumulation and a depth-aware full-resolution composite before the transparents. No compute shaders, no VFX Graph, no particle systems. Shader model 3.5.Smoke kinds: Grenade and gas (CPU voxel flood fill against 3D colliders, grids up to 64³, a shared 256x128x128 RG 3D texture of 8 MiB holds up to 16 fields), Plume (5 looping Houdini sequences), Puff (4 one-shot sequences) and Volume (authored box or sphere).16 presets and 16 emitter prefabs, 5 sizes each (XS 0.25x to XL 6x). Up to 16 smokes drawn per frame, nearest first; at most 4 different baked sequences per frame.Data: 18 baked sequences (a high and a low resolution file per plume or puff, 23.7 MB), a tiling 128x128x128 RGBA detail noise (8 MiB) with a 64³ version, a 64x64 blue-noise mask. No JPG.Interactions: 32 bullet tunnels, 8 blasts, up to 8 movers (24 trail segments plus one live segment each), up to 8 lights inside the smoke, a global wind plus wind zones.Quality tiers Low, Medium, High, Ultra (16, 24, 32, 48 march steps) and Custom. GPU time of the whole chain on an RTX 4090 at 1920x1080, measured on a shared GPU: 0.31 to 0.83 ms for four Tactical smokes, 1.13 to 3.62 ms for sixteen mixed smokes (Low to Ultra).CPU: the flood fill is solved once per grenade on the main thread, about 15 ms in the Unity editor.Scripting: RealSmokeEmitter, RealSmokePreset, RealSmokeAPI, RealSmokeSnapshot, RealSmokeWindZone, RealSmokeMover, RealSmokeLight; editor menu Window > Real Smoke, with an Agent submenu and RealSmokeAgentTools verbs for -executeMethod (ListPresets, PlacePreset, SolverSelfTest, Verify); Documentation/AGENTS.md. Full C# and HLSL source.Tested on Windows (Direct3D). The shader cross-compiles for Metal, Vulkan, OpenGL ES 3 and OpenGL core. XR, mobile and WebGL are not validated.Sample scene (optional): Tactical Block, an original 60 x 45 m town quarter, 74 models, 274 placed objects, about 231,000 triangles, colliders, baked lighting (2 lightmaps, 8 reflection probes, 830 light probes), 8 smoke markers, 5 camera paths. URP only, about 40 MB.Sample demo (runs on Play): a showcase at the smoke markers, a fly camera and a uGUI panel to throw any preset in any colour and size, set off an HE blast, fire bullets and set the wind (0 to 10 m/s). Four scripts in the RealSmoke.Samples.TacticalBlock assembly that use only the public API. Needs uGUI (com.unity.ugui); keys through the Input System package or the Input Manager.Package size: 54.5 MB (.unitypackage, 359 files in 24 folders).The C# and HLSL source and the documentation in this package were written with AI coding agents and reviewed and tested by the publisher. No AI-generated art, textures, audio or models are bundled. The detail noise and the baked smoke sequences are simulation data from the publisher's own Houdini simulations, and the blue-noise mask and the fallback noise are baked by the included bakers from fixed seeds. The Tactical Block sample scene is the publisher's own work: its modules are modelled by script in Blender, its textures come from the publisher's procedural material scripts and material library, its sky is the publisher's render in Blender Cycles, and its lighting is baked by Unity. No image in the package carries image-generator metadata (all 62 PNG files scanned).


