Magic spells that play on the ground: Arcane Rune Circle, Crystal Shatter, Holy Sigil, Frost Swirl, Nature Rune Shatter, Water Glyph, Golden Crystal Starburst and Ice Wisp.HDRPSupported. If the spells look dim with physical exposure, add GS Pipeline Intensity to the scene and raise Intensity.Nothing needs converting: the spells and the demo floor use the pack's own shaders, so they never turn pink in any pipeline.Eight ready-to-use magic spells that play on the ground: Arcane Rune Circle, Crystal Shatter, Holy Sigil, Frost Swirl, Nature Rune Shatter, Water Glyph, Golden Crystal Starburst and Ice Wisp. Drop a prefab where the spell should appear: it plays once, about 3 seconds, and then cleans itself up. The same prefabs and materials work in Built-in, URP and HDRP.8 complete spells, each one prefab: glowing ground glyphs, energy balls, shields, lightning, shards, smoke, flying debris and scorch marks, all timed together.• Plays once and cleans up: no loops and no leftover objects. Turn off Destroy On Finish to pool spells.• Animated glyphs: glyphs draw themselves in, flare, spin, flow, burn away into scorch marks, or thin out and pull back into the centre, all driven by each particle's age.• Realistic energy ball: deep core, glowing rim and moving inner energy veins (Arcane and Crystal Shatter).• Physical debris: broken floor slabs, rocks, ice pieces and shards fly out, land, settle and shrink away.• Works anywhere: on flat ground or slopes (the prefab's up axis is the ground normal), at any scale.• Demo scene with Again / Prev / Next / Auto buttons, keyboard keys and click-to-cast.CompatibilityPipelineStatusBuilt-inSupported. Tested.URPSupported. Tested; the demo scene is made in URP.HDRPSupported. If the spells look dim with physical exposure, add GS Pipeline Intensity to the scene and raise Intensity.Nothing needs converting: the spells and the demo floor use the pack's own shaders, so they never turn pink in any pipeline.Installation• Import the package. Everything goes into Assets/GroundSpellsVFX.• Open Scenes/GS_Demo.unity and press Play.• For the glow, turn on HDR and add Bloom with your pipeline's post-processing. The demo uses Settings/GS_PostFX_URP.asset.Unity versionUnity 6 (6000.3) or newerRender pipelinesBuilt-in, URP and HDRPMade withHand-written shaders + Shuriken particles (no Shader Graph or VFX Graph needed)InputWorks with the Input System package or the old Input Manager.Texture use:2DTexture size : 1024 B/W 1024 Alpha source: Input Texture alpha


