Painted Spells Vol.1 - 37 Layered 2D Spell Effects
Painted Spells Studio
$12.09
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37 painted 2D spell effects with build-up, burst and fade-out, exact hit frames and a live recolour shader. Prefabs, one-line casting and a demo scene.Big, glowing spells for 2D games: fire dragons that coil round their target, lightning that tears open the sky, vines that wrap a whole body, bells that pin an enemy to the ground.Every spell has a build-up, a main body, a burst on contact and a clean fade-out. Each one comes with an info.json that lists its exact hit frames and contact points, so your damage numbers, hit-stop and screen shake land with it.Attacks, area spells, buffs, shields and binds: 37 in all, each with its own shape, colour and rhythm, so they never look like the same effect recoloured.Recolour any spell live in the inspector: hue shift, saturation, brightness, tint and additive blending, with no re-export. Turn the fire dragon icy blue or poison green with one slider.Suits action RPGs, roguelites, card battlers, platformers, tower defence and any 2D game with magic. Every spell has a usage guide: what it looks like, what skills it suits, where to place it and what to adjust.- 37 spell prefabs (SpriteRenderer + Animator + PaintedSpell component)- Cast from code in one line: PaintedSpell.Cast(prefab, position, scale)- Demo scene that plays every spell- 30 fps animations on spritesheets of 3060-4096 px, transparent background- info.json per spell: hit frames, contact points and anchor- Recolour shader (Built-in and URP): hue shift, saturation, brightness, tint, additive blending, flip, all live in the inspector- One-shot spells remove themselves when finished; auras and walls can loop- Documentation with a guide for every spell- Unity 2022.3 or newerThe painted source textures (flames, lightning, vines, crystals and other spell elements) were generated by the author with an AI image model, then hand-selected and retouched. All animation, timing, hit frames and layered compositing were written by the author in code, frame by frame; no AI was used for the motion, the Unity scripts, the shader or the prefabs.


