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On this page
  • Bundle Requirements
  • Installation
  • 🩸 Damage
  • 🍺 Drunk
  • 🌈 Stoned
  • 🧊 Frozen
  • 💨 Speed Lines
  • 👀 Double Vision
  • 🌧️ Rain
  • 👻 Ghost Vision
  • 📺 Scanner
  • ☠️ Death Screen
  • 🌙 Purkinje
  • 💥 Broken Screen
  • 💓 Pulse
  • 🌪️ Shake
  • 🟢 Night Vision
  • 🎥 BodyCam
  • ✨ Lens Flare
  • 🌫️ Blurry
  • F.A.Q.
  • Support
Spice Up

‘Spice Up’ is a collection of 18 fullscreen post-processing effects designed to add impact, distortion, feedback, and stylized camera treatment to first-person and VR games. Each effect can be used as a standalone package, but inside the bundle they share the same URP workflow, volume-driven runtime model, and editor conventions.

It consists of the following effects:

  • 🩸 Damage, a health and hit feedback system with directional indicators.
  • 🍺 Drunk, unstable vision with oscillation, blinking, and chromatic distortion.
  • 🌈 Stoned, psychedelic color deformation with YIQ-based controls.
  • 🧊 Frozen, layered frost, distortion, and cold-screen tinting.
  • 💨 Speed Lines, anime-inspired radial velocity streaks.
  • 👀 Double Vision, oscillating image separation and color offsets.
  • 🌧️ Rain, animated droplets, trails, and layered wet-screen effects.
  • 👻 Ghost Vision, creature-like tunnel vision with animated noise.
  • 📺 Scanner, CCTV, monitor, and robotic-display artifacts.
  • ☠️ Death Screen, a blood wipe for death or defeat states.
  • 🌙 Purkinje, low-light adaptation inspired by human night perception.
  • 💥 Broken Screen, procedural fractures and impact distortion.
  • 💓 Pulse, expanding pulses driven by timed progress.
  • 🌪️ Shake, screen shake with zoom, distortion, and aberration.
  • 🟢 Night Vision, a rich night vision system with gradients and UI overlays.
  • 🎥 BodyCam, body camera optics with blur, flare, and sensor artifacts.
  • ✨ Lens Flare, cinematic flare generation for bright scenes.
  • 🌫️ Blurry, blurred vision built from frame history.
You can obtain each effect separately, but if you want multiple effects, you might be interested in ’SPICE UP BUNDLE’ where you can find them all at a special price.

Bundle Requirements  

All ‘Spice Up’ effects are developed for ‘Universal Render Pipeline’ (URP), which means they do not work with Built-In or HDRP.

Unity 6 or Higher  

The current bundle is centered on Unity 6 and the URP Render Graph workflow. You will need URP 17.0.3 or higher installed. If you need help with setup, follow the official URP installation guide.

Make sure that ‘Compatibility Mode’ is disabled in ‘Project Settings > Graphics > Render Graph’.


Installation  

Step 1: Add Renderer Feature  

The effects must be registered in your project’s URP configuration:

  1. Locate your Universal Renderer Data asset.
  2. Click Add Renderer Feature and select the desired distortion from Fronkon Games > Retro.

Once installed, you have to add the effect you want to use from ‘Retro’ as a ‘Render Feature’. This official tutorial tells how to do it.

Remember that the camera you are using must have the ‘Post Processing’ option enabled.


‘Quality’ levels (Project Settings > Quality) can have their own active ‘Render Pipeline Asset’.

If so, whatever you assign in ‘Scriptable Render Pipeline Settings’ in ‘Graphics’ will be ignored.

Remember to add the effect to the quality levels you want to use.

Step 2: Configure The Volume  

To apply the effects to your scene:

  1. Create a Volume component (Global or Local) or select one that has already been created.
  2. In the Volume component, create or assign a Volume Profile.
  3. Click Add Override and select the desired distortion from Fronkon Games > Retro.
  4. Enable the ‘Intensity’ parameter (and any others you wish to modify).
Remember that for a parameter to take effect, you must activate it. Click on ‘ALL’ to activate them all.

VR  

To increase compatibility with VR devices, I recommend that you select ‘Stereo Rendering Mode’ in ‘Multi Pass’ mode:


 


🩸 Damage  

assets used in video and demo are not included
STORE   
 
DEMO
 


‘Damage’ is a complete hit-feedback effect for health loss, impacts, and low-health stress. It combines continuous injured-eye visuals with optional directional hit indicators and flash feedback.

Requisites  

To ensure optimal performance and compatibility, your project must meet the following requirements:

  • Unity: 6000.0.58f2 or higher.
  • Universal RP: 17.0.3 or higher.

Installation Guide  

Step 1: Add Renderer Feature  

The effect must be registered in your project’s URP configuration:

  1. Locate your Universal Renderer Data asset.
  2. Click Add Renderer Feature and select Fronkon Games > Spice Up > Damage.
Step 2: Configure the Volume  

To apply the effect to your scene:

  1. Create a Volume component (Global or Local).
  2. In the Volume component, create or assign a Volume Profile.
  3. Click Add Override and select Fronkon Games > Spice Up > Damage.
  4. Enable the ‘Intensity’ parameter and the damage-related fields you want to control.

Parameter Configuration  


With ‘Intensity’ you can control the overall strength of the effect [0.0 - 1.0]. If it is 0, the effect will not be active.

Damage  

The main ‘Damage’ block in the custom inspector defines the continuous injury state, including the nested Liquid, Veins, and Drops controls shown under it.





Liquiq Veins Drops

The base damage look is controlled by normalized health feedback and three layered visual systems.

Damage Normalized damage value [0, 1] that drives the core effect
Liquid Main injured-eye liquid layer
Veins Capillary/vein overlay contribution
Drops Dynamic droplets over the image
Drops Range / Scale / Speed Layer count, droplet size, and disappearance speed
Impacts Strength  

In the custom inspector, the ‘Impacts Strength’ block controls the strength, timing, thickness, and softness of flash hits and directional indicators.

Impacts Strength Global strength of flash and directional indicators
Time Rise, hold, and fall timing of hits
Thickness Width of directional hit markers
Feather Softness of indicator edges
Color Gradient  

This ‘Color Gradient’ section in the custom inspector controls how the damage overlay is tinted and blended, including the conditional tint slots shown for multi-color gradients.

Color Gradient Selects the gradient mode used by the effect
Tint / Tint #0 / Tint #1 Available color fields depending on the selected gradient mode
Color blend Blend mode used to composite the damage color
Definition  

This standalone ‘Definition’ control appears next in the custom inspector and adjusts the border definition of the liquid layer.

Definition Border definition of the liquid
Brightness  

This standalone ‘Brightness’ control appears after Definition in the custom inspector and adjusts the brightness of the liquid effect itself.

Brightness Brightness of the liquid effect
Noise  

The custom inspector groups these controls under ‘Noise’, where they define the animated Voronoi breakup applied over the damage effect.

Noise Strength of the animated breakup
Scale Noise scale
Velocity Noise movement direction and speed
Distortion  

This standalone ‘Distortion’ control appears after Noise in the custom inspector and determines how much the damage refracts the background image.

Distortion Refraction applied to the background image
Desaturation  

This standalone ‘Desaturation’ control appears after Distortion in the custom inspector and drains color from unaffected areas as damage increases.

Desaturation Drains color from unaffected areas
Edge  

Under ‘Edge’ in the custom inspector, these controls shape the outer contour of the effect.

Edge Extra border shaping and edge emphasis
Damage Additional damage emphasis inside the edge block
Blink  

The ‘Blink’ block in the custom inspector controls eyelid-style vision closure plus the visible eye position.

Blink Eyelid-style interruption of vision
Speed Blink speed
Eye Focus point of the blink effect
Remap Range  

This final control matches the ‘Remap Range’ slider shown at the bottom of the custom inspector and lets you compress or expand the damage response curve.

Remap Range Compress or expand the response curve
Runtime Control  
using UnityEngine;
using UnityEngine.Rendering;
using FronkonGames.SpiceUp.Damage;

[SerializeField] private VolumeProfile volumeProfile;

private void ApplyDamage(float normalizedDamage)
{
  if (volumeProfile.TryGet(out DamageVolume volume))
  {
    volume.intensity.overrideState = true;
    volume.damage.overrideState = true;
    volume.desaturation.overrideState = true;

    volume.intensity.value = 1.0f;
    volume.damage.value = Mathf.Clamp01(normalizedDamage);
    volume.desaturation.value = normalizedDamage > 0.5f ? 0.25f : 0.0f;
  }
}

💡 Take a look at the code in the included demo to learn more about how the effect works.

Impacts Manager  

ImpactsManager is an optional runtime helper for flash hits and directional indicators. It reads the active DamageVolume, animates hit timing automatically, and can show up to 4 simultaneous directional indicators.

  • Target: usually the damaged actor or player transform.
  • Hit(float damage, Transform damager): main runtime entry point. damage should be normalized to [0, 1].
  • Stop(): resets current flash and indicator state.

If Target and damager are both valid, the helper computes the hit direction relative to the target. If damager is null, it falls back to a centered flash-only response.

Performance Characteristics  

The effect executes in a single full-screen render pass, but visual complexity varies with the enabled layers.

  • Pass Count: 1 blit pass.
  • Texture Samples: Moderate and dependent on enabled layers such as drops and noise.
  • Complexity: O(1) per pixel with extra branch cost for layered damage features.
Usage Patterns and Presets  
Survival Horror  

For slow-building stress and heavy low-health pressure:

  • Damage: 0.6 - 1.0
  • Liquid: 1.0
  • Veins: 0.3 - 0.6
  • Desaturation: 0.3 - 0.7
  • Blink: 0.2 - 0.5
Shooter Hit Feedback  

For punchy directional impacts with less permanent obstruction:

  • Damage: 0.15 - 0.4
  • Impacts Strength: 1.0 - 2.5
  • Time: fast rise, short hold
  • Liquid: 0.5 - 0.8
  • Distortion: 0.05 - 0.15

🍺 Drunk  

assets used in video and demo are not included
STORE   
 
DEMO
 


‘Drunk’ simulates alcohol-induced instability with oscillation, head sway, distortion, blinking, and chromatic aberration.

Requisites  

To ensure optimal performance and compatibility, your project must meet the following requirements:

  • Unity: 6000.0.58f2 or higher.
  • Universal RP: 17.0.3 or higher.

Installation Guide  

Step 1: Add Renderer Feature  
  1. Locate your Universal Renderer Data asset.
  2. Click Add Renderer Feature and select Fronkon Games > Spice Up > Drunk.
Step 2: Configure the Volume  
  1. Create a Volume component (Global or Local).
  2. In the Volume component, create or assign a Volume Profile.
  3. Click Add Override and select Fronkon Games > Spice Up > Drunk.
  4. Enable ‘Intensity’ and the drunkenness-related parameters you want to animate.

Parameter Configuration  


With ‘Intensity’ you can control the overall strength of the effect [0.0 - 1.0]. If it is 0, the effect will not be active.

Drunkenness  

The custom inspector starts this group with ‘Drunkenness’, which defines the main alcohol-induced wobble and its nested Speed and Amplitude controls.

Drunkenness Main normalized strength of the effect
Speed Speed of the core oscillation
Amplitude Amplitude of the overall wobble
 
High values of Drunkenness may cause dizziness. Use with caution.
Swinging  

Here the custom inspector switches to the ‘Swinging’ block, which controls the slower head sway layered on top of the base drunken wobble.

Swinging Head sway strength
Speed Head sway speed
Distortion  

The ‘Distortion’ block in the custom inspector is where the animated screen warping is configured.

Distortion Animated image warping
Speed Distortion animation speed
Frequency Distortion wave frequency
Aberration  

Inside the custom inspector, ‘Aberration’ defines how strongly the color channels separate over time.

Aberration Chromatic offset and channel separation
Speed Aberration animation speed
Blink  

This ‘Blink’ block in the custom inspector controls the eyelid-style interruption of vision.

Blink Eyelid-style interruption of vision
Speed Blink speed
Eye  

This standalone ‘Eye’ control appears after Blink in the custom inspector and sets the focus point used by the blink effect.

Eye Focus point of the blink effect
Remap Range  

This final control matches the ‘Remap Range’ slider shown at the bottom of the custom inspector and lets you tame or exaggerate high drunkenness values.

Remap Range Remap extreme values into a more usable range
Runtime Control  
using UnityEngine;
using UnityEngine.Rendering;
using FronkonGames.SpiceUp.Drunk;

[SerializeField] private VolumeProfile volumeProfile;

private void SetDrunkLevel(float value)
{
  if (volumeProfile.TryGet(out DrunkVolume volume))
  {
    volume.intensity.overrideState = true;
    volume.drunkenness.overrideState = true;
    volume.drunkenness.value = value;
    volume.intensity.value = 1.0f;
  }
}

💡 Take a look at the code in the included demo to learn more about how the effect works.

Performance Characteristics  

The effect executes in a single pass and remains lightweight unless multiple distortions are pushed to high values.

  • Pass Count: 1 blit pass.
  • Texture Samples: Low to moderate.
  • Complexity: O(1) per pixel with animated trigonometric distortion.
Usage Patterns and Presets  
Slight Intoxication  

For a readable but impaired screen:

  • Drunkenness: 0.2 - 0.4
  • Swinging: 0.1 - 0.2
  • Distortion: 0.15 - 0.3
  • Aberration: 1.0 - 3.0
Severe Drunkenness  

For near-loss-of-control presentation:

  • Drunkenness: 0.7 - 1.0
  • Amplitude: 0.75 - 1.0
  • Distortion: 0.4 - 0.8
  • Blink: 1.0 - 1.8

🌈 Stoned  

assets used in video and demo are not included
STORE   
 
DEMO
 


‘Stoned’ is a psychedelic effect focused on color-space manipulation, screen deformation, YIQ controls, and stylized line generation.

Requisites  

To ensure optimal performance and compatibility, your project must meet the following requirements:

  • Unity: 6000.0.58f2 or higher.
  • Universal RP: 17.0.3 or higher.

Installation Guide  

Step 1: Add Renderer Feature  
  1. Locate your Universal Renderer Data asset.
  2. Click Add Renderer Feature and select Fronkon Games > Spice Up > Stoned.
Step 2: Configure the Volume  
  1. Create a Volume component (Global or Local).
  2. In the Volume component, create or assign a Volume Profile.
  3. Click Add Override and select Fronkon Games > Spice Up > Stoned.
  4. Enable ‘Intensity’ and the psychedelic parameters you want to control.

Parameter Configuration  


With ‘Intensity’ you can control the overall strength of the effect [0.0 - 1.0]. If it is 0, the effect will not be active.

Stoned  

This section follows the same sequence users see in the custom inspector, beginning with the main ‘Stoned’ strength control and the standalone fields that come right after it.

Stoned Main normalized strength of the effect
Range Clamp or stretch strong values
Speed Speed of the evolving color clouds
Definition Contour sharpness and cloud detail
Displacement Background deformation strength
Noise Extra breakup and granularity
Color HUE Extra hue shift inside the internal color model
Channels Strength Strength of each color channel
YIQ YIQ luma / in-phase / quadrature control
 
If you cycle Color HUE from 0 to 1 and back again, you can add extra psychedelia to the effect.
Lines  

The custom inspector places these controls under ‘Lines’, where they shape the stylized streaks layered over the psychedelic pattern.

Lines Converts soft structures into stronger neon streaks
Strength Intensity of the line contribution
Tint  

This standalone ‘Tint’ field appears after Lines in the custom inspector and applies a final tint over the result.

Tint Final result tint
Color Blend  

This final ‘Color Blend’ control matches the last field in the custom inspector and defines how the effect is composited over the image.

Color Blend Blending mode used to composite the effect
Runtime Control  
using UnityEngine;
using UnityEngine.Rendering;
using FronkonGames.SpiceUp.Stoned;

[SerializeField] private VolumeProfile volumeProfile;

private void SetHigh(float value)
{
  if (volumeProfile.TryGet(out StonedVolume volume))
  {
    volume.intensity.overrideState = true;
    volume.stoned.overrideState = true;
    volume.stoned.value = value;
    volume.intensity.value = 1.0f;
  }
}

💡 Take a look at the code in the included demo to learn more about how the effect works.

Performance Characteristics  

The effect uses a single render pass with procedural color-space operations.

  • Pass Count: 1 blit pass.
  • Texture Samples: Low.
  • Complexity: O(1) per pixel with procedural color deformation.
Usage Patterns and Presets  
Dreamy Potion  

For magical intoxication with readable gameplay:

  • Stoned: 0.2 - 0.4
  • Displacement: 0.1 - 0.25
  • Noise: 0.5 - 1.0
  • Lines: 0.0 - 0.2
Psychedelic Overload  

For strong surrealism:

  • Stoned: 0.7 - 1.0
  • Definition: 1.5 - 3.0
  • YIQ: exaggerated
  • Lines: 0.4 - 0.8

🧊 Frozen  

assets used in video and demo are not included
STORE   
 
DEMO
 


‘Frozen’ creates a layered frost overlay with distortion, cold tinting, and surface detail controls that can range from mild chill to near-complete visual obstruction.

Requisites  

To ensure optimal performance and compatibility, your project must meet the following requirements:

  • Unity: 6000.0.58f2 or higher.
  • Universal RP: 17.0.3 or higher.

Installation Guide  

Step 1: Add Renderer Feature  
  1. Locate your Universal Renderer Data asset.
  2. Click Add Renderer Feature and select Fronkon Games > Spice Up > Frozen.
Step 2: Configure the Volume  
  1. Create a Volume component (Global or Local).
  2. In the Volume component, create or assign a Volume Profile.
  3. Click Add Override and select Fronkon Games > Spice Up > Frozen.
  4. Enable ‘Intensity’ and the frost parameters you want to tune.

Parameter Configuration  


With ‘Intensity’ you can control the overall strength of the effect [0.0 - 1.0]. If it is 0, the effect will not be active.

Frozen  

The layout below mirrors the custom inspector order, starting with the main ‘Frozen’ strength control and the frost-layer settings that come next.

Frozen Main normalized intensity of the freezing state
Tint Main frost tint
Blend Layers Mix between the two frost layers
Layer 0 / Layer 1 Individual blend modes for both layers
Bump Frost relief strength
Sharpness Edge definition
Volume Surface depth feel
Distortion Screen refraction beneath the frost
Vision Tint Strength of the visible-area tint
Vision Tint Color Cold color cast over the visible area
Runtime Control  
using UnityEngine;
using UnityEngine.Rendering;
using FronkonGames.SpiceUp.Frozen;

[SerializeField] private VolumeProfile volumeProfile;

private void SetCold(float value)
{
  if (volumeProfile.TryGet(out FrozenVolume volume))
  {
    volume.intensity.overrideState = true;
    volume.frozen.overrideState = true;
    volume.frozen.value = value;
    volume.intensity.value = 1.0f;
  }
}

💡 Take a look at the code in the included demo to learn more about how the effect works.

Performance Characteristics  

The effect executes in a single full-screen pass with layered procedural detail.

  • Pass Count: 1 blit pass.
  • Texture Samples: Moderate.
  • Complexity: O(1) per pixel with additional frost and distortion math.
Usage Patterns and Presets  
Light Frostbite  

For early environmental exposure:

  • Frozen: 0.2 - 0.4
  • Distortion: 0.05 - 0.1
  • Vision Tint Strength: 0.15 - 0.25
Full Freeze  

For critical cold damage:

  • Frozen: 0.8 - 1.0
  • Blend Layers: 0.4 - 0.6
  • Bump: 1.0 - 2.0
  • Volume: 0.4 - 0.8

💨 Speed Lines  

assets used in video and demo are not included
STORE   
 
DEMO
 


‘Speed Lines’ generates anime-style radial streaks that amplify velocity, acceleration, and bursts of forward motion.

Requisites  

To ensure optimal performance and compatibility, your project must meet the following requirements:

  • Unity: 6000.0.58f2 or higher.
  • Universal RP: 17.0.3 or higher.

Installation Guide  

Step 1: Add Renderer Feature  
  1. Locate your Universal Renderer Data asset.
  2. Click Add Renderer Feature and select Fronkon Games > Spice Up > Speedlines.
Step 2: Configure the Volume  
  1. Create a Volume component (Global or Local).
  2. In the Volume component, create or assign a Volume Profile.
  3. Click Add Override and select Fronkon Games > Spice Up > Speedlines.
  4. Enable ‘Intensity’ and the line parameters you want to use.

Parameter Configuration  


With ‘Intensity’ you can control the overall strength of the effect [0.0 - 1.0]. If it is 0, the effect will not be active.

Strength  

The description here follows the custom inspector top to bottom, starting with the main radial-line controls before moving into the nested blend settings.

Strength Main line contribution
Radius Overall effect radius
Length Length of the streaks
Speed Motion speed of the streak animation
Frequency Density of the lines
Softness Edge softness
Noise Shape variation
Aspect Preserve circular shape regardless of screen aspect
Blend  

Within the custom inspector, the nested ‘Blend’ block controls how the line colors are generated and composited.

Blend Blend mode used to mix the lines with the image
Brightness Brightness of the line coloration
Offset Gradient positioning
Definition Gradient sharpness
Border Border color of the lines
Center Center color of the lines
Runtime Control  
using UnityEngine;
using UnityEngine.Rendering;
using FronkonGames.SpiceUp.Speedlines;

[SerializeField] private VolumeProfile volumeProfile;

private void SetBoost(float value)
{
  if (volumeProfile.TryGet(out SpeedlinesVolume volume))
  {
    volume.intensity.overrideState = true;
    volume.strength.overrideState = true;
    volume.strength.value = value;
    volume.intensity.value = 1.0f;
  }
}

💡 Take a look at the code in the included demo to learn more about how the effect works.

Performance Characteristics  

The effect is implemented as a single pass and is generally lightweight.

  • Pass Count: 1 blit pass.
  • Texture Samples: Low.
  • Complexity: O(1) per pixel with procedural radial pattern generation.
Usage Patterns and Presets  
Dash Burst  

For short ability bursts:

  • Strength: 0.3 - 0.6
  • Length: 1.5 - 2.5
  • Speed: 3.0 - 6.0
Anime Sprint  

For exaggerated movement:

  • Strength: 0.7 - 1.0
  • Frequency: 15 - 30
  • Color Brightness: 1.5 - 3.0

👀 Double Vision  

assets used in video and demo are not included
STORE   
 
DEMO
 


‘Double Vision’ offsets and oscillates the image to create unstable binocular separation, making it ideal for intoxication, disorientation, and impact aftermath.

Requisites  

To ensure optimal performance and compatibility, your project must meet the following requirements:

  • Unity: 6000.0.58f2 or higher.
  • Universal RP: 17.0.3 or higher.

Installation Guide  

Step 1: Add Renderer Feature  
  1. Locate your Universal Renderer Data asset.
  2. Click Add Renderer Feature and select Fronkon Games > Spice Up > Double Vision.
Step 2: Configure the Volume  
  1. Create a Volume component (Global or Local).
  2. In the Volume component, create or assign a Volume Profile.
  3. Click Add Override and select Fronkon Games > Spice Up > Double Vision.
  4. Enable ‘Intensity’ and the separation parameters you want to control.

Parameter Configuration  


With ‘Intensity’ you can control the overall strength of the effect [0.0 - 1.0]. If it is 0, the effect will not be active.

Strength  

For ‘Double Vision’, the parameter list below keeps the exact inspector order, from the main offsets through the blend settings.

Strength Direction and magnitude of the image offset
Speed Oscillation speed on each axis
Color Offset Independent offset for the color channels
Blend Strength Strength of the doubled-image mix
Color Blend Blend operation used to composite the result
Runtime Control  
using UnityEngine;
using UnityEngine.Rendering;
using FronkonGames.SpiceUp.DoubleVision;

[SerializeField] private VolumeProfile volumeProfile;

private void SetDisorientation(float value)
{
  if (volumeProfile.TryGet(out DoubleVisionVolume volume))
  {
    volume.intensity.overrideState = true;
    volume.blendStrength.overrideState = true;
    volume.blendStrength.value = value;
    volume.intensity.value = 1.0f;
  }
}

💡 Take a look at the code in the included demo to learn more about how the effect works.

Performance Characteristics  

The effect is lightweight and runs in a single pass.

  • Pass Count: 1 blit pass.
  • Texture Samples: Low.
  • Complexity: O(1) per pixel.
Usage Patterns and Presets  
Head Trauma  

For impact-induced instability:

  • Blend Strength: 0.3 - 0.5
  • Strength: medium XY offsets
  • Color Offset: subtle
Supernatural Distortion  

For paranormal or teleport transitions:

  • Blend Strength: 0.5 - 0.8
  • Speed: uneven per-axis motion
  • Color Offset: noticeable RGB phase split

🌧️ Rain  

assets used in video and demo are not included
STORE   
 
DEMO
 


‘Rain’ simulates droplets on glass, visors, cameras, or lenses using layered static and dynamic water behavior.

Requisites  

To ensure optimal performance and compatibility, your project must meet the following requirements:

  • Unity: 6000.0.58f2 or higher.
  • Universal RP: 17.0.3 or higher.

Installation Guide  

Step 1: Add Renderer Feature  
  1. Locate your Universal Renderer Data asset.
  2. Click Add Renderer Feature and select Fronkon Games > Spice Up > Rain.
Step 2: Configure the Volume  
  1. Create a Volume component (Global or Local).
  2. In the Volume component, create or assign a Volume Profile.
  3. Click Add Override and select Fronkon Games > Spice Up > Rain.
  4. Enable ‘Intensity’ and the wet-screen parameters you need.

Parameter Configuration  


With ‘Intensity’ you can control the overall strength of the effect [0.0 - 1.0]. If it is 0, the effect will not be active.

Droplets  

In the custom inspector, the ‘Droplets’ block controls the amount, size, movement, angle, and refraction of the rain pattern.

Droplets Main intensity of the raindrop system
Size Droplet scale
Speed Falling/trailing motion speed
Rotation Overall slant of the drops
Distortion Refraction strength applied to the background
Tint  

The ‘Tint’ block in the custom inspector determines how the droplets, ambient contribution, and moving trails are colored.

Tint Blend mode used to tint the effect
Droplet Main droplet tint
Ambient Ambient wet tint, alpha controls influence
Tint trails Also tint moving trails
Layers  

The custom inspector uses the ‘Layers’ block to balance the stationary and moving droplet layers.

Static Stationary droplets
Dynamic #0 First moving droplet layer
Dynamic #1 Second moving droplet layer
Runtime Control  
using UnityEngine;
using UnityEngine.Rendering;
using FronkonGames.SpiceUp.Rain;

[SerializeField] private VolumeProfile volumeProfile;

private void SetRain(float value)
{
  if (volumeProfile.TryGet(out RainVolume volume))
  {
    volume.intensity.overrideState = true;
    volume.amount.overrideState = true;
    volume.amount.value = value;
    volume.intensity.value = 1.0f;
  }
}

💡 Take a look at the code in the included demo to learn more about how the effect works.

Performance Characteristics  

The effect runs in a single pass and scales mostly with droplet complexity and distortion strength.

  • Pass Count: 1 blit pass.
  • Texture Samples: Moderate.
  • Complexity: O(1) per pixel with layered droplet evaluation.
Usage Patterns and Presets  
Light Drizzle  

For subtle environmental weather:

  • Amount: 0.15 - 0.3
  • Size: 0.8 - 1.0
  • Static Layer: high
  • Dynamic Layers: low
Storm Lens  

For wet helmet or camera glass:

  • Amount: 0.6 - 1.0
  • Distortion: 0.5 - 0.8
  • Dynamic Layers: high
  • Tint Trails: enabled

👻 Ghost Vision  

assets used in video and demo are not included
STORE   
 
DEMO
 


‘Ghost Vision’ creates a tunnel-like field of view with animated organic noise, strong inner/outer color separation, and optional custom noise quality.

Requisites  

To ensure optimal performance and compatibility, your project must meet the following requirements:

  • Unity: 6000.0.58f2 or higher.
  • Universal RP: 17.0.3 or higher.

Installation Guide  

Step 1: Add Renderer Feature  
  1. Locate your Universal Renderer Data asset.
  2. Click Add Renderer Feature and select Fronkon Games > Spice Up > Ghost Vision.
Step 2: Configure the Volume  
  1. Create a Volume component (Global or Local).
  2. In the Volume component, create or assign a Volume Profile.
  3. Click Add Override and select Fronkon Games > Spice Up > Ghost Vision.
  4. Enable ‘Intensity’ and the noise/focus parameters you need.

Parameter Configuration  


With ‘Intensity’ you can control the overall strength of the effect [0.0 - 1.0]. If it is 0, the effect will not be active.

Quality  

This breakdown preserves the exact custom inspector order, starting with the quality selection and the main viewing controls that appear before the color regions.

Quality Preset quality mode or custom FBM path
High FBM / Low FBM Custom octave counts when using Quality = Custom
Strength Main intensity of the effect
Focus Center of the viewing cone
Speed Turn/noise motion speed
Aperture Width of the visible inner area
Zoom Magnification feel of the center
Aspect Ratio Preserve aspect ratio in the mask
Inner Color  

The custom inspector exposes these controls under ‘Inner Color’ to style the central viewing region.

Inner Color Base tint of the inner region
Saturation Inner-region saturation
Brightness Inner-region brightness
Contrast Inner-region contrast
Gamma Inner-region gamma
Outer Color  

The ‘Outer Color’ block in the custom inspector styles the outer falloff region.

Outer Color Base tint of the outer region
Blend Blend mode used for the outer region
Saturation Outer-region saturation
Brightness Outer-region brightness
Contrast Outer-region contrast
Gamma Outer-region gamma
Debug View  

This standalone ‘Debug View’ control appears at the bottom of the custom inspector and visualizes the mask and affected region.

Debug View Visualize the mask and affected region
 
Activate ‘Debug view’ to see the area where the effect is most applied with a red tint.
Runtime Control  
using UnityEngine;
using UnityEngine.Rendering;
using FronkonGames.SpiceUp.GhostVision;

[SerializeField] private VolumeProfile volumeProfile;

private void SetSpectralSense(float value)
{
  if (volumeProfile.TryGet(out GhostVisionVolume volume))
  {
    volume.intensity.overrideState = true;
    volume.strength.overrideState = true;
    volume.strength.value = value;
    volume.intensity.value = 1.0f;
  }
}

💡 Take a look at the code in the included demo to learn more about how the effect works.

Performance Characteristics  

The effect uses a single pass, but custom quality and octave-heavy noise increase shader cost.

  • Pass Count: 1 blit pass.
  • Texture Samples: Low.
  • Complexity: O(1) per pixel with variable procedural-noise cost.
Usage Patterns and Presets  
Monster POV  

For predatory tunnel vision:

  • Strength: 0.8 - 1.0
  • Aperture: 2.0 - 4.0
  • Outer Tint: dark or black
Paranormal Detector  

For supernatural sensing:

  • Strength: 0.3 - 0.6
  • Inner Tint: pale or spectral
  • Debug View: temporarily enabled while tuning

📺 Scanner  

assets used in video and demo are not included
STORE   
 
DEMO
 


‘Scanner’ recreates the look of CCTV feeds, robotic optics, analog monitors, and unstable surveillance video.

Requisites  

To ensure optimal performance and compatibility, your project must meet the following requirements:

  • Unity: 6000.0.58f2 or higher.
  • Universal RP: 17.0.3 or higher.

Installation Guide  

Step 1: Add Renderer Feature  
  1. Locate your Universal Renderer Data asset.
  2. Click Add Renderer Feature and select Fronkon Games > Spice Up > Scanner.
Step 2: Configure the Volume  
  1. Create a Volume component (Global or Local).
  2. In the Volume component, create or assign a Volume Profile.
  3. Click Add Override and select Fronkon Games > Spice Up > Scanner.
  4. Enable ‘Intensity’ and ‘Strength’ plus the display artifacts you want to use.

Parameter Configuration  


With ‘Intensity’ you can control the overall strength of the effect [0.0 - 1.0]. If it is 0, the effect will not be active.

Strength  

The parameter order here mirrors the custom inspector exactly, starting with the core scanner controls before the foldout sections.

Strength Main activation strength of the effect
Barrel CRT-like curvature strength
Tint / Zoom Nested barrel tint and zoom controls
Lines Number of main screen lines
Tint / Blend Nested line tint and blend controls
 
‘Intensity’ and ‘Strength’ must be greater than 0 to activate the effect.
Scanline  

Open the ‘Scanline’ foldout in the custom inspector to control the moving scanline overlay described below.

Strength Strength of the scanline overlay
Tint Scanline tint
Blend Scanline blend mode
Width Scanline width
Speed Scanline movement speed
Vignette  

The ‘Vignette’ foldout in the custom inspector controls the edge darkening and flicker settings collected here.

Strength Edge darkening amount
Blink Vignette flicker
Background  

These controls live inside the ‘Background’ foldout of the custom inspector and define the spaces between the lines.

Tint Background tint
Blend Background blend mode
Glitches  

The custom inspector gathers these analog and electronic imperfections inside the ‘Glitches’ foldout.

Noise Band Horizontal band artifact strength
Tint / Blend / Width / Speed Nested controls for the noise band
Frame Noise Whole-frame jitter
Signal Noise Static signal instability
Interlace Interlace breakup
Bad Signal Stronger transmission corruption
Runtime Control  
using UnityEngine;
using UnityEngine.Rendering;
using FronkonGames.SpiceUp.Scanner;

[SerializeField] private VolumeProfile volumeProfile;

private void SetScannerStrength(float value)
{
  if (volumeProfile.TryGet(out ScannerVolume volume))
  {
    volume.intensity.overrideState = true;
    volume.strength.overrideState = true;
    volume.strength.value = value;
    volume.intensity.value = 1.0f;
  }
}

💡 Take a look at the code in the included demo to learn more about how the effect works.

Performance Characteristics  

The effect runs in a single pass with procedural display artifacts.

  • Pass Count: 1 blit pass.
  • Texture Samples: Low.
  • Complexity: O(1) per pixel.
Usage Patterns and Presets  
CCTV Feed  

For surveillance cameras:

  • Strength: 0.3 - 0.6
  • Lines: high
  • Barrel: 0.2 - 0.5
  • Signal Noise: low to medium
Failing Robot Camera  

For damaged mechanical vision:

  • Strength: 0.7 - 1.0
  • Noise Band: medium/high
  • Frame Noise: medium
  • Bad Signal: 0.3 - 0.8

☠️ Death Screen  

assets used in video and demo are not included
STORE   
 
DEMO
 


‘Death Screen’ is a blood wipe that can transition the screen from fully visible to almost completely overwhelmed by blood.

Requisites  

To ensure optimal performance and compatibility, your project must meet the following requirements:

  • Unity: 6000.0.58f2 or higher.
  • Universal RP: 17.0.3 or higher.

Installation Guide  

Step 1: Add Renderer Feature  
  1. Locate your Universal Renderer Data asset.
  2. Click Add Renderer Feature and select Fronkon Games > Spice Up > Death Screen.
Step 2: Configure the Volume  
  1. Create a Volume component (Global or Local).
  2. In the Volume component, create or assign a Volume Profile.
  3. Click Add Override and select Fronkon Games > Spice Up > Death Screen.
  4. Enable ‘Intensity’ and the blood wipe parameters you want to animate.

Parameter Configuration  


With ‘Intensity’ you can control the overall strength of the effect [0.0 - 1.0]. If it is 0, the effect will not be active.

Progress  

This section keeps the same order shown in the custom inspector, beginning with the wipe progression and the nested Blood controls.

Progress Main wipe progression from 0 to 1
Blood Color of the blood area
Blend Blend mode of the blood area
Bevel Edge glow strength
Color / Width Nested bevel color and width controls
Wave seed Variation seed for the wipe contour
Not blood  

The ‘Not blood’ block in the custom inspector controls the treatment of the unaffected region.

Not blood Color of the unaffected region
Saturation Saturation of the unaffected region
Runtime Control  
using UnityEngine;
using UnityEngine.Rendering;
using FronkonGames.SpiceUp.DeathScreen;

[SerializeField] private VolumeProfile volumeProfile;

private void SetDeathProgress(float value)
{
  if (volumeProfile.TryGet(out DeathScreenVolume volume))
  {
    volume.intensity.overrideState = true;
    volume.progress.overrideState = true;
    volume.progress.value = value;
    volume.intensity.value = 1.0f;
  }
}

💡 Take a look at the code in the included demo to learn more about how the effect works.

Performance Characteristics  

The effect is lightweight and based on a single full-screen pass.

  • Pass Count: 1 blit pass.
  • Texture Samples: Low.
  • Complexity: O(1) per pixel.
Usage Patterns and Presets  
Defeat Transition  

For a clean death-state wipe:

  • Progress: animate 0.0 -> 1.0
  • Bevel: 0.2 - 0.4
  • Blend: Solid
Possession / Corruption  

For more stylized takeover effects:

  • Progress: medium/high
  • Not blood: tinted
  • Waves: stronger variation

🌙 Purkinje  

assets used in video and demo are not included
STORE   
 
DEMO
 


‘Purkinje’ simulates the low-light shift in human color perception, where scenes become darker, reds diminish, and blue-green tones become more dominant.

Requisites  

To ensure optimal performance and compatibility, your project must meet the following requirements:

  • Unity: 6000.0.58f2 or higher.
  • Universal RP: 17.0.3 or higher.

Installation Guide  

Step 1: Add Renderer Feature  
  1. Locate your Universal Renderer Data asset.
  2. Click Add Renderer Feature and select Fronkon Games > Spice Up > Purkinje.
Step 2: Configure the Volume  
  1. Create a Volume component (Global or Local).
  2. In the Volume component, create or assign a Volume Profile.
  3. Click Add Override and select Fronkon Games > Spice Up > Purkinje.
  4. Enable ‘Intensity’ and the low-light perception controls you want to use.

Parameter Configuration  


With ‘Intensity’ you can control the overall strength of the effect [0.0 - 1.0]. If it is 0, the effect will not be active.

Darkness  

For ‘Purkinje’, the explanation below follows the exact custom inspector order from darkness response through the final tint.

Darkness Global strength of the low-light adaptation
Adaptation How strongly the effect reacts to scene luminance
Peripheral Vision Makes the effect stronger away from screen center
Tint Final hue shift of the adaptation
Runtime Control  
using UnityEngine;
using UnityEngine.Rendering;
using FronkonGames.SpiceUp.Purkinje;

[SerializeField] private VolumeProfile volumeProfile;

private void SetNightAdaptation(float value)
{
  if (volumeProfile.TryGet(out PurkinjeVolume volume))
  {
    volume.intensity.overrideState = true;
    volume.darkness.overrideState = true;
    volume.darkness.value = value;
    volume.intensity.value = 1.0f;
  }
}

💡 Take a look at the code in the included demo to learn more about how the effect works.

Performance Characteristics  

The effect is lightweight and well suited to full-time use in night scenes.

  • Pass Count: 1 blit pass.
  • Texture Samples: Very low.
  • Complexity: O(1) per pixel.
Usage Patterns and Presets  
Natural Night Scene  

For subtle night adaptation:

  • Darkness: 0.2 - 0.4
  • Adaptation: 0.5 - 0.7
  • Peripheral Vision: 0.2 - 0.35
Horror Darkness  

For more oppressive night response:

  • Darkness: 0.5 - 0.8
  • Tint: cool blue-green
  • Peripheral Vision: 0.4 - 0.6

💥 Broken Screen  

assets used in video and demo are not included
STORE   
 
DEMO
 


‘Broken Screen’ generates procedural fractures around an impact point and combines them with glass-like distortion and chromatic aberration.

Requisites  

To ensure optimal performance and compatibility, your project must meet the following requirements:

  • Unity: 6000.0.58f2 or higher.
  • Universal RP: 17.0.3 or higher.

Installation Guide  

Step 1: Add Renderer Feature  
  1. Locate your Universal Renderer Data asset.
  2. Click Add Renderer Feature and select Fronkon Games > Spice Up > Broken Screen.
Step 2: Configure the Volume  
  1. Create a Volume component (Global or Local).
  2. In the Volume component, create or assign a Volume Profile.
  3. Click Add Override and select Fronkon Games > Spice Up > Broken Screen.
  4. Enable ‘Intensity’ and the fracture parameters you want to control.

Parameter Configuration  


With ‘Intensity’ you can control the overall strength of the effect [0.0 - 1.0]. If it is 0, the effect will not be active.

Impact  

For ‘Broken Screen’, the controls are documented in the same order they appear in the custom inspector, starting at the impact point and continuing through the fracture styling controls.

Impact Fracture center in normalized screen space
Splits Number of fracture branches
Width Thickness of the cracks
Threshold Limit of where fracture coloration is applied
Blend Blend mode used by the fracture color
Color Tint of the broken glass lines
Distortion Refraction strength in the background
Aberration Color separation around the cracks
Seed Random seed for reproducible patterns
Runtime Control  
using UnityEngine;
using UnityEngine.Rendering;
using FronkonGames.SpiceUp.BrokenScreen;

[SerializeField] private VolumeProfile volumeProfile;

private void CrackScreen()
{
  if (volumeProfile.TryGet(out BrokenScreenVolume volume))
  {
    volume.intensity.overrideState = true;
    volume.impact.overrideState = true;
    volume.RandomValues();
    volume.intensity.value = 1.0f;
  }
}

💡 Take a look at the code in the included demo to learn more about how the effect works.

Performance Characteristics  

The effect is implemented in one pass and is usually inexpensive.

  • Pass Count: 1 blit pass.
  • Texture Samples: Low to moderate.
  • Complexity: O(1) per pixel.
Usage Patterns and Presets  
Bullet Impact  

For sharp localized hits:

  • Splits: 10 - 20
  • Width: 0.5 - 1.2
  • Distortion: 0.1 - 0.2
Shattered Visor  

For catastrophic damage:

  • Splits: 25 - 50
  • Aberration: 0.2 - 0.5
  • Distortion: 0.25 - 0.5

💓 Pulse  

assets used in video and demo are not included
STORE   
 
DEMO
 


‘Pulse’ creates an expanding frame or shockwave centered on a point of the screen. It is ideal for heartbeat cues, focus pulses, magical scans, or impact waves.

Requisites  

To ensure optimal performance and compatibility, your project must meet the following requirements:

  • Unity: 6000.0.58f2 or higher.
  • Universal RP: 17.0.3 or higher.

Installation Guide  

Step 1: Add Renderer Feature  
  1. Locate your Universal Renderer Data asset.
  2. Click Add Renderer Feature and select Fronkon Games > Spice Up > Pulse.
Step 2: Configure the Volume  
  1. Create a Volume component (Global or Local).
  2. In the Volume component, create or assign a Volume Profile.
  3. Click Add Override and select Fronkon Games > Spice Up > Pulse.
  4. Enable ‘Intensity’ and the pulse parameters you want to animate.

Parameter Configuration  


With ‘Intensity’ you can control the overall strength of the effect [0.0 - 1.0]. If it is 0, the effect will not be active.

Progress  

The ‘Pulse’ parameters are described in inspector order here, from the runtime timeline through the final color and blend controls.

Progress Animated pulse timeline from 0 to 1
Duration Natural duration of the event
Center Pulse origin on the screen
Alpha Maximum transparency of the pulse
Scale Maximum pulse expansion
Tint Pulse color
Blend Blend operation of the pulse
Runtime Control  
using System.Collections;
using UnityEngine;
using UnityEngine.Rendering;
using FronkonGames.SpiceUp.Pulse;

[SerializeField] private VolumeProfile volumeProfile;

private IEnumerator PlayPulse()
{
  if (volumeProfile.TryGet(out PulseVolume volume))
  {
    volume.intensity.overrideState = true;
    volume.progress.overrideState = true;
    volume.progress.value = 0.0f;
    volume.intensity.value = 1.0f;

    float duration = volume.duration.value;
    float time = 0.0f;
    while (time < duration)
    {
      volume.progress.value = time / duration;
      time += volume.useScaledTime.value ? Time.deltaTime : Time.unscaledDeltaTime;
      yield return null;
    }

    volume.progress.value = 0.0f;
  }
}

💡 Take a look at the code in the included demo to learn more about how the effect works.

Performance Characteristics  

The effect is lightweight and runs in a single pass.

  • Pass Count: 1 blit pass.
  • Texture Samples: Low.
  • Complexity: O(1) per pixel.
Usage Patterns and Presets  
Heartbeat  

For medical or stress pulses:

  • Duration: 0.5 - 0.8
  • Scale: 2.0 - 3.0
  • Tint: red
Shockwave  

For impact bursts:

  • Duration: 0.25 - 0.5
  • Scale: 4.0 - 8.0
  • Blend: Screen or Additive

🌪️ Shake  

assets used in video and demo are not included
STORE   
 
DEMO
 


‘Shake’ is a screen-space shake effect that combines directional movement with zoom, distortion, and chromatic offsets.

Requisites  

To ensure optimal performance and compatibility, your project must meet the following requirements:

  • Unity: 6000.0.58f2 or higher.
  • Universal RP: 17.0.3 or higher.

Installation Guide  

Step 1: Add Renderer Feature  
  1. Locate your Universal Renderer Data asset.
  2. Click Add Renderer Feature and select Fronkon Games > Spice Up > Shake.
Step 2: Configure the Volume  
  1. Create a Volume component (Global or Local).
  2. In the Volume component, create or assign a Volume Profile.
  3. Click Add Override and select Fronkon Games > Spice Up > Shake.
  4. Enable ‘Intensity’ and the shake parameters you want to animate.

Parameter Configuration  


With ‘Intensity’ you can control the overall strength of the effect [0.0 - 1.0]. If it is 0, the effect will not be active.

Direction  

This section walks through ‘Shake’ in the same order as the custom inspector, starting with direction, duration, and zoom.

Direction Base direction of the shake
Duration Duration of one shake event
Zoom Zoom component of the impact
Shake  

The nested ‘Shake’ block in the custom inspector defines the main violent motion layered over the directional impulse.

Shake Main shake amplitude
Frequency Shake frequency
Aberration RGB shift during the shake
Distort Extra screen distortion
Noise  

The custom inspector places these extra randomness controls inside the nested ‘Noise’ block.

Noise Added randomness and irregularity
Frequency Noise frequency
Runtime Control  
using System.Collections;
using UnityEngine;
using UnityEngine.Rendering;
using FronkonGames.SpiceUp.Shake;

[SerializeField] private VolumeProfile volumeProfile;

private IEnumerator PlayShake()
{
  if (volumeProfile.TryGet(out ShakeVolume volume))
  {
    volume.intensity.overrideState = true;
    volume.progress.overrideState = true;
    volume.progress.value = 0.0f;
    volume.intensity.value = 1.0f;

    float duration = volume.duration.value;
    float time = 0.0f;
    while (time < duration)
    {
      volume.progress.value = time / duration;
      time += volume.useScaledTime.value ? Time.deltaTime : Time.unscaledDeltaTime;
      yield return null;
    }

    volume.progress.value = 0.0f;
  }
}

💡 Take a look at the code in the included demo to learn more about how the effect works.

Performance Characteristics  

The effect is implemented as a single pass and remains inexpensive.

  • Pass Count: 1 blit pass.
  • Texture Samples: Low.
  • Complexity: O(1) per pixel.
Usage Patterns and Presets  
Small Impact  

For weapon kick or minor collisions:

  • Duration: 0.1 - 0.25
  • Zoom: 0.05 - 0.15
  • Shake: 0.05 - 0.15
Earthquake  

For prolonged instability:

  • Duration: 0.5 - 1.5
  • Shake: 0.2 - 0.5
  • Noise: 0.2 - 0.6

🟢 Night Vision  

assets used in video and demo are not included
STORE   
 
DEMO
 


‘Night Vision’ is the most feature-rich effect in the bundle. It combines low-resolution rendering, blur, glow, luminance remapping, gradients, edge detection, distortion, noise, scanlines, UI overlays, and vignette shapes in one system.

Requisites  

To ensure optimal performance and compatibility, your project must meet the following requirements:

  • Unity: 6000.0.58f2 or higher.
  • Universal RP: 17.0.3 or higher.

Installation Guide  

Step 1: Add Renderer Feature  
  1. Locate your Universal Renderer Data asset.
  2. Click Add Renderer Feature and select Fronkon Games > Spice Up > Night Vision.
Step 2: Configure the Volume  
  1. Create a Volume component (Global or Local).
  2. In the Volume component, create or assign a Volume Profile.
  3. Click Add Override and select Fronkon Games > Spice Up > Night Vision.
  4. Enable ‘Intensity’ and the vision-system parameters you want to control.

Parameter Configuration  


With ‘Intensity’ you can control the overall strength of the effect [0.0 - 1.0]. If it is 0, the effect will not be active.

Resolution  

For ‘Night Vision’, the parameter flow below matches the exact custom inspector order, starting with resolution, blur, and glow.

Resolution Internal render scale of the effect
Blur Blur quality and softness
Glow Additional phosphor glow
Color Grading  

Inside the custom inspector, the ‘Color Grading’ foldout shapes the tonal response before the gradient remap is applied.

Exposure Exposure compensation
Brightness Pre-gradient brightness
Contrast Pre-gradient contrast
Saturation Pre-gradient saturation
Gradient  

The ‘Gradient’ foldout in the custom inspector controls the luminance remap and the gradient that colors the effect.

Strength How strongly the gradient replaces grayscale
Tint Built-in gradient preset selection
Custom Gradient Gradient used when Tint is set to Custom
Luminance Range Brightness range remapping
Edge  

The custom inspector handles edge detection styling inside the ‘Edge’ foldout.

Strength Edge detection strength
Width Edge width
Tint Edge tint
Blend Edge blend mode
UI  

The reticle and overlay elements are configured in the custom inspector under the ‘UI’ foldout.

Intensity Overall UI overlay intensity
Center Overlay center
Cross Width / Tint Cross size and color
Grid Size / Tint Grid size and color
Tint / Radius #0 / Radius #1 / Radius #2 Circle tint plus the three circle radii
Vignette  

Use the ‘Vignette’ foldout in the custom inspector to configure the framing controls summarized below.

Vignette Screen, binocular, or monocular framing mode
Scale Vignette scale
Softness Vignette softness
Glitches  

The custom inspector groups the distortion, digital noise, scanline, and RGB-offset artifacts inside the ‘Glitches’ foldout.

Distortions Passes Number of distortion passes
Barrel / Aberration Nested barrel distortion and chromatic aberration controls
Digital Noise Threshold / Max Offset Digital-TV noise trigger and maximum offset
Noise / Tint Analog noise amount and tint
Scanline / Blend / Density / Tint Scanline artifact and its nested controls
RGB Offset Black/white bias and phosphor feel
Runtime Control  
using UnityEngine;
using UnityEngine.Rendering;
using FronkonGames.SpiceUp.NightVision;

[SerializeField] private VolumeProfile volumeProfile;

private void SetNightVision(bool enabled)
{
  if (volumeProfile.TryGet(out NightVisionVolume volume))
  {
    volume.intensity.overrideState = true;
    volume.intensity.value = enabled ? 1.0f : 0.0f;
  }
}

💡 Take a look at the code in the included demo to learn more about how the effect works.

Night Vision Manager  

NightVisionManager is an optional helper component that turns the effect into a full gameplay system rather than just a volume override.

  • On: the main runtime toggle.
  • VolumeProfile: must contain the NightVisionVolume used by the manager.
  • SwitchOnTime / SwitchOffTime: ramp-in and ramp-out duration.
  • AutomaticLightManagement: automatically disables other realtime lights and manages a spotlight on the same object.
  • LightRange / LightInnerAngle / LightOuterAngle / LightIntensity / LightShadow / LightCullingMask: spotlight configuration.
  • AudioSource / SwitchOnClip / SwitchOffClip: optional switch sounds.
  • IgnoreLights: realtime lights that should remain active when night vision turns on.

The manager also exposes an OnSwitch event and will create a hidden spotlight automatically if light management is enabled and no light is already present.

Performance Characteristics  

This is one of the heavier effects in the bundle because it chains multiple operations.

  • Pass Count: 3 blit-style passes.
  • Texture Samples: Moderate to high depending on blur, UI, and noise settings.
  • Memory: Additional temporary render textures are used for the pipeline stages.
Usage Patterns and Presets  
Tactical NVG  

For realistic night-ops presentation:

  • Resolution: Half or Normal
  • Blur: 1 - 2
  • Glow: 1.0 - 2.5
  • UI > Intensity: 0.05 - 0.15
Horror Camcorder Vision  

For dirtier cinematic night vision:

  • Blur: 2 - 4
  • Edge > Strength: medium
  • Noise: medium/high
  • Vignette: binocular or monocular

🎥 BodyCam  

assets used in video and demo are not included
STORE   
 
DEMO
 


‘BodyCam’ simulates the look of compact wearable cameras using lens warping, radial blur, flare artifacts, band-limited color, and sensor noise.

Requisites  

To ensure optimal performance and compatibility, your project must meet the following requirements:

  • Unity: 6000.0.58f2 or higher.
  • Universal RP: 17.0.3 or higher.

Installation Guide  

Step 1: Add Renderer Feature  
  1. Locate your Universal Renderer Data asset.
  2. Click Add Renderer Feature and select Fronkon Games > Spice Up > BodyCam.
Step 2: Configure the Volume  
  1. Create a Volume component (Global or Local).
  2. In the Volume component, create or assign a Volume Profile.
  3. Click Add Override and select Fronkon Games > Spice Up > BodyCam.
  4. Enable ‘Intensity’ and the camera-style parameters you want to control.

Parameter Configuration  


With ‘Intensity’ you can control the overall strength of the effect [0.0 - 1.0]. If it is 0, the effect will not be active.

Fish eye  

For ‘BodyCam’, this section follows the exact custom inspector order, beginning with the ‘Fish eye’ block and its nested lens-shaping controls.

Fish eye Lens zoom / warp
Offset Shift of the lens center
Vignette scale Edge shaping scale
Vignette softness Edge shaping softness
Aberration Chromatic aberration at the edges
Blur  

The ‘Blur’ block in the custom inspector contains the radial blur settings described here.

Blur Radial blur strength
Samples Blur quality
Falloff Blur falloff
Flare  

Lens reflex behavior is configured in the custom inspector through the ‘Flare’ block below.

Flare Lens reflex strength
Radius Flare radius
Angle Flare angle
RGB RGB flare offsets
Chroma band  

These standalone controls appear after Flare in the custom inspector and define the band-limited look of the sensor.

Chroma band / Luma band Band-limited color and luma resolution
Shadow tint  

The custom inspector uses the ‘Shadow tint’ block to control tonal bias in the darker parts of the image.

Shadow tint Color bias in darker tones
White Level / Black Level Contrast/level shaping
Noise  

This final standalone ‘Noise’ control appears at the bottom of the custom inspector and adds signal noise to the result.

Noise Signal noise
Runtime Control  
using UnityEngine;
using UnityEngine.Rendering;
using FronkonGames.SpiceUp.BodyCam;

[SerializeField] private VolumeProfile volumeProfile;

private void SetBodyCam(bool enabled)
{
  if (volumeProfile.TryGet(out BodyCamVolume volume))
  {
    volume.intensity.overrideState = true;
    volume.intensity.value = enabled ? 1.0f : 0.0f;
  }
}

You can simulate a reflection of a light with ‘Angle’. You can change it manually, or you can synchronize it with the Y axis of your character’s rotation:

volume.flareAngle.value = this.transform.eulerAngles.y;

💡 Take a look at the code in the included demo to learn more about how the effect works.

BodyCam Roll  

BodyCamRoll is an optional helper component that writes camera-rotation inertia into BodyCamVolume.offset so the center of the effect lags behind the camera.

  • Strength: amount of offset generated from rotation changes.
  • Speed: how quickly the offset catches up.
  • UpdateRotation(): resets the internal baseline rotation.

UpdateRotation() is useful after teleports, snap turns, cutscenes, or any hard transform reset, so the next frame does not produce a sudden offset jump.

Note that this component is designed for objects that move in the XZ plane, and therefore rotate on the Y axis (as in the vast majority of FPS). If in your game the displacement planes are different, you will have to modify the code.

Performance Characteristics  

The effect is a little heavier than the simpler single-pass effects because it uses a two-stage render path.

  • Pass Count: 2 blit-style passes.
  • Texture Samples: Moderate and affected by blur sample count.
  • Memory: Temporary render texture used between stages.
Usage Patterns and Presets  
Police Body Camera  

For a believable documentary look:

  • Fish eye: 0.15 - 0.3
  • Blur: 0.1 - 0.25
  • Noise: 0.1 - 0.25
  • Shadow tint: slightly blue
Horror Found Footage  

For stronger stylization:

  • Fish eye: 0.25 - 0.4
  • Aberration: 2.0 - 4.0
  • Noise: 0.25 - 0.5
  • BodyCamRoll: enabled

✨ Lens Flare  

assets used in video and demo are not included
STORE   
 
DEMO
 


‘Lens Flare’ generates stylized flare streaks from bright regions of the image and is especially effective in high-contrast scenes.

Requisites  

To ensure optimal performance and compatibility, your project must meet the following requirements:

  • Unity: 6000.0.58f2 or higher.
  • Universal RP: 17.0.3 or higher.

Installation Guide  

Step 1: Add Renderer Feature  
  1. Locate your Universal Renderer Data asset.
  2. Click Add Renderer Feature and select Fronkon Games > Spice Up > Lens Flare.
Step 2: Configure the Volume  
  1. Create a Volume component (Global or Local).
  2. In the Volume component, create or assign a Volume Profile.
  3. Click Add Override and select Fronkon Games > Spice Up > Lens Flare.
  4. Enable ‘Intensity’ and the flare parameters you want to tune.

Parameter Configuration  


With ‘Intensity’ you can control the overall strength of the effect [0.0 - 1.0]. If it is 0, the effect will not be active.

Iterations  

For ‘Lens Flare’, the explanation below keeps the exact inspector order, starting with the flare-generation controls before the nested blend and bands blocks.

Iterations Quality level and number of flare samples
Scale Horizontal spread of the flares
Threshold Brightness cutoff used to generate flares
ACES Tonemapping influence
Grain Grain added to the final image
Blend  

The nested ‘Blend’ block in the custom inspector controls how the flare is composited over the source image.

Blend Blend mode used to composite the flares
Tint Flare color
Gamma Gamma shaping of the flare response
Bands  

The cinematic top-and-bottom band treatment is configured in the custom inspector inside the nested ‘Bands’ block.

Bands Cinematic band strength
Tint Band tint
Runtime Control  
using UnityEngine;
using UnityEngine.Rendering;
using FronkonGames.SpiceUp.Lensflare;

[SerializeField] private VolumeProfile volumeProfile;

private void SetFlares(float value)
{
  if (volumeProfile.TryGet(out LensflareVolume volume))
  {
    volume.intensity.overrideState = true;
    volume.threshold.overrideState = true;
    volume.threshold.value = value;
    volume.intensity.value = 1.0f;
  }
}

💡 Take a look at the code in the included demo to learn more about how the effect works.

Performance Characteristics  

The effect runs in a single pass, but cost increases with iteration count.

  • Pass Count: 1 blit pass.
  • Texture Samples: Dependent on Iterations.
  • Complexity: O(n) with respect to flare iteration count.
Usage Patterns and Presets  
Clean Cinematic Flare  

For bright sci-fi or police lights:

  • Iterations: 24 - 32
  • Threshold: 0.25 - 0.4
  • Blend: Additive
Stylized Film Look  

For heavier cinematic shaping:

  • Iterations: 32 - 48
  • ACES: 0.2 - 0.5
  • Grain: 0.1 - 0.3
  • Bands: 0.05 - 0.15

🌫️ Blurry  

assets used in video and demo are not included
STORE   
 
DEMO
 


‘Blurry’ creates delayed blurred vision by blending the current frame with a configurable history of previous frames. It feels temporal rather than purely optical, which makes it well suited to dizziness, dream sequences, concussions, intoxication, and slow-motion shock states.

Requisites  

To ensure optimal performance and compatibility, your project must meet the following requirements:

  • Unity: 6000.0.58f2 or higher.
  • Universal RP: 17.0.3 or higher.

Installation Guide  

Step 1: Add Renderer Feature  
  1. Locate your Universal Renderer Data asset.
  2. Click Add Renderer Feature and select Fronkon Games > Spice Up > Blurry.
Step 2: Configure the Volume  
  1. Create a Volume component (Global or Local).
  2. In the Volume component, create or assign a Volume Profile.
  3. Click Add Override and select Fronkon Games > Spice Up > Blurry.
  4. Enable ‘Intensity’ and the frame-history parameters you want to control.

Parameter Configuration  


With ‘Intensity’ you can control the overall strength of the effect [0.0 - 1.0]. If it is 0, the effect will not be active.

Frames  

For ‘Blurry’, the notes below follow the exact custom inspector order, from the stored history size through the capture timing and history resolution.

Frames Number of history frames used, from 1 to 10
Wait Pause between captured frames
Resolution Resolution scale of the stored history frames

Lower frame counts produce a milder smear. Higher values create stronger temporal blur, but increase memory use and the amount of visible lag in the effect.

Runtime Control  
using UnityEngine;
using UnityEngine.Rendering;
using FronkonGames.SpiceUp.Blurry;

[SerializeField] private VolumeProfile volumeProfile;

private void SetBlur(float value)
{
  if (volumeProfile.TryGet(out BlurryVolume volume))
  {
    volume.intensity.overrideState = true;
    volume.frames.overrideState = true;
    volume.intensity.value = value;
    volume.frames.value = 5;
  }
}

💡 Take a look at the code in the included demo to learn more about how the effect works.

Performance Characteristics  

Blurry is one of the more memory-sensitive effects because it stores frame history.

  • Pass Count: copy + effect pass, plus history management.
  • Texture Samples: Multiple history-frame lookups depending on Frames.
  • Memory: Up to 10 history render targets are maintained internally.
Usage Patterns and Presets  
Concussion Blur  

For gameplay-safe disorientation:

  • Frames: 3 - 5
  • Wait: 0.01 - 0.03
  • Resolution: 0.75 - 1.0
Dream Sequence  

For more pronounced temporal smear:

  • Frames: 6 - 10
  • Wait: 0.03 - 0.08
  • Resolution: 0.25 - 0.75

F.A.Q.  

Effect Not appearing  

If the effect doesn’t appear in your scene:

  1. Verify Renderer Feature: Check that the renderer feature is added to your Universal Renderer Data asset.
  2. Check Volume Profile: Ensure a Volume component exists in your scene with the effect override enabled.
  3. Confirm Intensity: Verify that the Intensity parameter is set to a value greater than 0.0 and enabled.
  4. Camera Settings: Check that your camera has Post Processing enabled in the Camera component.
How do I make the effect also affect the UI?  

If your UI is using ‘Screen Space - Overlay’, it bypasses the camera and therefore bypasses the effect. Change the canvas to ‘Screen Space - Camera’ and assign the camera used for rendering the effect.


Can I use it in a material?  

Yes! Any effect can easily be used on a material. Just follow these steps:

  • In the ‘Project’ window, open the ‘Create’ menu with the right mouse button and select ‘Create > Render Texture’.
  • Create a new camera and in ‘Output Texture’ select the Render Texture previously created. Remember to activate ‘Post Processing’ and select in ‘Renderer’ where you have the effect added.
  • In the material you want to use, select in ‘Base Map’ the Render Texture.

Why does changing a value from code sometimes do nothing?  

In URP volumes, the parameter override must be enabled. When setting values from code, remember to set overrideState = true for every parameter you want the volume system to apply.


Support  

Do you have any problem or any suggestions? Send me an email to fronkongames@gmail.com and I’ll be happy to help you.

If you want to report an error, it helps a lot if you include the Unity log file.


If you are happy with this asset, consider writing a review in the store.

Thanks!

 Retro
Artistic 
On this page:
  • Bundle Requirements
  • Installation
  • 🩸 Damage
  • 🍺 Drunk
  • 🌈 Stoned
  • 🧊 Frozen
  • 💨 Speed Lines
  • 👀 Double Vision
  • 🌧️ Rain
  • 👻 Ghost Vision
  • 📺 Scanner
  • ☠️ Death Screen
  • 🌙 Purkinje
  • 💥 Broken Screen
  • 💓 Pulse
  • 🌪️ Shake
  • 🟢 Night Vision
  • 🎥 BodyCam
  • ✨ Lens Flare
  • 🌫️ Blurry
  • F.A.Q.
  • Support