War FX : Realistic explosions, weapon effects, fire, smoke... effects pack

War FX is a realistic effects pack targeted for warlike games of all genres!
It is optimized for desktop and mobile platforms!

FEATURES:

  • 40+ unique prefabs in 5 categories: explosions, fire, smoke, bullet impacts, muzzle flashes!
  • a total of 80+ prefabs including variants of unique ones
  • effects work well in both 2d and 3d environments
  • high quality textures, all handmade
  • includes 10 shaders made exclusively for this pack
  • includes Cartoon FX Easy Editor to scale effects in one click, along with other cool simple-to-use tools!

Try the INTERACTIVE DEMO here!
Link to Unity Asset Store

EFFECTS LIST (not exhaustive):

  • Explosions:
  • Generic
  • Ground
  • Massive
  • Aerial
  • Mine
  • Nuke
  • Fire:
  • Natural (small, big, extended zones)
  • Industrial/Gas
  • Chemical/Colored
  • Flamethrower (small, big)
  • Muzzle Flashes
  • Bullet Impacts:
  • Concrete
  • Metal
  • Wood
  • Sand
  • Dirt
  • Generic/Soft Bodies
  • Smoke:
  • Black
  • Gray
  • White
  • Colored (blue, green, purple,…)

If you have any comment or question, please speak up! :slight_smile:

Please rate/review this pack on the Asset Store if you find it useful, I’d be very thankful!

1 Like

Great idea! I love how you used optimized meshes to reduce overdraw. Also your explosions seem very good!
cheers

Looks nice!
But…arrrgh your space saving technique showing the star reducing overdraw…now I am focused on that. Darn my OCD!
I can’t help but wonder now…
Are 8 polys the most efficient way to draw a star, with no overdraw?! Sorry, not trying to derail :slight_smile:
OMG I just realized if you invert the star, you can draw it with 5 polys. X.x

Wonderful as usual…

6R

Thanks for the comments! :slight_smile:

Actually this is just an example, this texture isn’t even included in the pack; but this is a generic mesh that works with all circular shaped textures. But I should probably change this example to more reflect the actual textures included in the pack!
But you’re right, in this case, making a star-shaped mesh will result in no overdraw at all and be more optimized.
(EDIT: I changed the example image)

Very interesting.
One question. Do you have plans for a Cartoon FX Pack 3?

Hey, Just had a look at your WarFX via webplayer

My only problem is with the flame Thrower fx. There is supposed to be a slight blue (from the base of the Flame) to a gout of flame. See the image below.

Other than that awesome work!

Cannot wait to see more from you!

I haven’t planned a third pack so far, but if people are asking for it and I have enough ideas I will consider it. I’d still like to add a few effects to Cartoon FX 1 before making a new pack though, since it has less unique effects than the second pack.
Anyways I’ll be busy with contract work for the next few weeks, so it won’t be very soon. Plus, I have other plugins in the work for the Asset Store. Still special effects, but not particles this time; I’m really impatient to show them, but I have to make things right first :slight_smile:

Thanks for this image, it is a good reference! I’ll try to add a third Flame Thrower with that white/blue base then!

You are welcome glad I can help!

I’ve updated the pack with a new flame thrower following your suggestion!
You can try it in the updated demo page, with the name “WFX_FlameThrower Big Alt” :slight_smile:

Going to get this :slight_smile:

Small announcement:
War FX is on sale at 10$ for 24 hours only!
Grab it while it’s cheap! :slight_smile:

Edit: Sale ended!

Done. Thx :wink:

Hmm, the way u do the black smoke does not work well with fo

Did you mean fog?

If so, there is a workaround for this: in the shader file, replace the following section:

Fog { Color (0,0,0,0) }

with this:

Fog { Mode Off Color (0,0,0,0) }

to disable fog from the shader.
It should be at the top of the file, after the SubShader section.

sorry, fog. Didn’t realize fo was typed out.

I want it to work correctly with fog, not turning it off.

Hmm… I will investigate this to see if/how it can be solved.

I’ve submitted a new version that should fix these issues.

I couldn’t have the fog color to work because it seems to happen after the fragment shader, and it tints the whole particle quad; so it will fade out the textures instead.

Is it possible to disable unity fog calculation and do it in shader?

I guess it would be doable, but I’m not sure if you can access all of Unity’s fog properties from surface shaders, so you’d probably have to sync all variables with custom ones from your shader through a script.