 
Embrace the weirdness and make your games truly unique. From hypnotic fire tunnels to reality-warping distortions and ethereal auras, give your projects that extra edge in horror, magic, and psychedelic experiences.
High-performance, fully customizable, and designed specifically for game developers!
All ‘Weird’ effects are developed for ‘Universal Render Pipeline’ (or URP), which means they will not work with Built-In, or HDRP.
All effects are compatible with Unity 6, and use Render Graph. You will need to have URP version 17.0.2 or higher installed. In the official documentation you can find the steps to install it correctly.
Make sure that the ‘Compatibility Mode’ is disabled (Project Settings > Graphics > Render Graph).
 
Once installed, you have to add the effect you want to use from ‘Weird’ 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.
To increase compatibility with VR devices, I recommend that you select ‘Stereo Rendering Mode’ in ‘Multi Pass’ mode:
 
Once you have added the effect in the Editor, you can also handle ‘Weird’ effects by code.
First you must add the corresponding namespace. They are all of the style ‘FronkonGames.Weird.XXXX’, where XXXX is the name of the effect. For example, if the effect you want to use is ‘Fire Tunnel’ the code would be:
using FronkonGames.Weird.FireTunnel;To modify any of the effect parameters, you must first request its settings. In the following example we change the intensity of the effect by half.
FireTunnel.Settings settings = FireTunnel.Instance.settings;
settings.intensity = 0.5f;And how can I activate and deactivate the effect? It’s as easy as that:
FireTunnel fireTunnel = FireTunnel.Instance;
// Switch between active and inactive.
if (fireTunnel.isActive == true)
  fireTunnel.SetActive(false);
else
  fireTunnel.SetActive(true);If you are using an effect other than ‘OneBit’ just change it to its name. Check the source code comments for more information.
Transform your game into a hypnotic journey through flames with Fire Tunnel, a mesmerizing post-processing effect that creates a swirling vortex of fire that engulfs the screen. Perfect for dramatic transitions, hellish portals, or just making your players feel like they’re diving into the heart of an inferno.
Once installed, when you select your ‘Universal Renderer Data’, you will see something like this:
 
With ‘Intensity’ (1) you can control the intensity of the effect. If it is 0, the effect will not be active.
Want to summon the flames programmatically? It’s easier than you think:
// Add the namespace
using FronkonGames.Weird.FireTunnel;
// Safe to use?
if (FireTunnel.IsInRenderFeatures() == false)
  return;
// Access the settings (after ensuring FireTunnel is added as a Render Feature)
FireTunnel.Settings settings = FireTunnel.Instance.settings;
// Open the portal!
settings.intensity = 1.0f;
settings.tunnelRadius = 4.0f;
// Close it
settings.intensity = 0.0f;Want a smooth, dramatic reveal? Here’s how to animate the tunnel opening:
IEnumerator OpenFireTunnel()
{
  var settings = FireTunnel.Instance.settings;
  settings.intensity = 1.0f;
    
  float duration = 3.0f;
  float elapsed = 0.0f;
    
  while (elapsed < duration)
  {
    settings.tunnelRadius = Mathf.Lerp(0.0f, 4.0f, elapsed / duration);
    elapsed += Time.deltaTime;
    yield return null;
  }
    
  settings.tunnelRadius = 4.0f;
}
// Start the animation
StartCoroutine(OpenFireTunnel());Here’s the fade-out version:
IEnumerator CloseFireTunnel()
{
  var settings = FireTunnel.Instance.settings;
  settings.intensity = 1.0f;
    
  float duration = 3.0f;
  float elapsed = 0.0f;
    
  while (elapsed < duration)
  {
    settings.tunnelRadius = Mathf.Lerp(4.0f, 0.0f, elapsed / duration);
    elapsed += Time.deltaTime;
    yield return null;
  }
    
  settings.tunnelRadius = 0.0f;
}
// Start the animation
StartCoroutine(CloseFireTunnel());All effects have a panel, ‘Color’, in which you can modify the final color of the effect.
 
They also have an ‘Advanced’ panel with these options:
 
Activate ‘Affect the Scene View?’ (1) if you want the effect to be applied also in the ‘Scene’ window of the Editor. With ‘Filter mode’ (2) you can change the type of filter used.
Although it is not recommended to change it, with ‘RenderPass event’ (3) you can modify at which point in the render pipeline the effect is applied. Finally, activate ‘Enable profiling’ (4) to show in the ‘Profiling’ window the metrics of the effect.
In order for the UI not to be affected by the effect, you should set the ‘Render Mode’ of your canvas from ‘Screen Space - Overlay’ to ‘Screen Space - Camera’ and dragging your camera with to ‘Render Camera’.
 
Note that when you make this change, the coordinates of your UI will be in camera space, so you will have to change them.
Bloom’s URP Unity effect is not compatible with postprocessing effects based on ScriptableRendererFeature (like this one).
You will have to add your own one based on ScriptableRendererFeature or you can use this one at no cost ;)
Yes! Any effect can easily be used on a material. Just follow these steps:
Do you have any problem or any suggestions? Send me an email to fronkongames@gmail.com and I’ll be happy to help you.
Remember that if you want to inform me of an error, it would help me if you sent to me the log file.
If you are happy with this asset, consider write a review in the store
❤️ thanks! ❤️