Five ready-to-use magic projectiles: Lightning Bolt, Fireball, Frost Shard, Arcane Comet and Magic Ring. Each one has a muzzle flash and a hit effect.Five ready-to-use magic projectiles: Lightning Bolt, Fireball, Frost Shard, Arcane Comet and Magic Ring. Each one has a muzzle flash and a hit effect, so there are 15 prefabs in all. A projectile flies, detects what it hits and plays its hit effect on the surface. The same prefabs and materials work in Built-in, URP and HDRP.CompatibilityBuilt-inSupported. Tested.URPSupported. Tested; the demo scene is made in URP.HDRPSupported. Add EP Pipeline Intensity to the scene and raise Intensity if the effects look dim.Nothing needs converting: the effects and the demo scene's materials use the pack's own shaders, so they never turn pink in any pipeline.3. InstallationImport the package. Everything goes into Assets/ElementalProjectilesVFX.Open Scenes/EP_Demo.unity and press Play.For the glow, turn on HDR and add Bloom with your pipeline's post-processing.ShadersAll shaders are in Shaders/ under Elemental Projectiles/ in the material shader menu. They are unlit, glow with HDR colors, and work in Built-in, URP and HDRP.ShaderUsed forEP_LitLit or Unlit surfaces (demo floor and walls) for Built-in, URP and HDRP. Tick Unlit to skip lighting. Same property names as URP/Lit.EP_ProjectileReusable energy shader for your own effects: color, emission, noise distortion, fresnel edge, dissolve, pulse. Additive or Alpha.EP_GlowSoft glows, cores, flashes and halosEP_SpriteTextured particles: sparks, stars, snowflakes, flame strandsEP_TrailTrail renderers behind the projectilesEP_BoltLightning bolts (line renderers)EP_LavaMolten cracked sphere (fireball and arcane cores)EP_PuffFlame and energy puffs that erode as they fadeEP_SmokeLit-looking smoke with an inner glowEP_RingRings and shockwavesEP_CrystalIce crystal and shardsEvery shader has Intensity (brightness) and Depth Offset (draws the effect closer to the camera so hits don't sink into walls).Change a colorEdit the HDR colors on the material (Color, Core/Hot Color). Values above 1 glow with bloom. Duplicate the material to make a new variant.Brighter or dimmerMaterial → IntensityBigger or smaller effectScale the prefab rootFaster or slower projectileEP Projectile → Speed, Max DistanceHoming projectileEP Projectile → Target and Homing Turn SpeedHit sinks into wallsRaise Depth Offset on the material, or Hit Surface Offset on EP ProjectileMore or thicker lightningEP Lightning Arc → Bolt Count, Width, Forks Per Bolt, JitterFire colorM_EP_Fire_Tendrils and M_EP_Fire_Lava colorsSmoke toneEP_Smoke material → Lit Color, Shadow Color, OpacityFewer particles (mobile)Lower the Emission rates, and turn off the Light children and the spark Collision moduleDissolve from codematerial.SetFloat("_DissolveAmount", t) on EP_Projectile materials (0 = solid, 1 = gone)Demo controlsSelect and fire an effectSpace / Fire buttonFireLeft mouse buttonFire at the clicked pointLeft / Right, Prev / Next buttonsPrevious / next effectTab / Auto buttonAuto-fire on or offTextture size: 512 B/W 512 Texture type: DefaultTexture shape: 2D


