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  • Requirements
  • Using them in the Editor
  • VR
  • Using them in code
  • Fire Tunnel
  • Misc
  • F.A.Q.
  • Support
Weird

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!

Requirements  

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

Unity 6  

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).


Using them in the Editor  

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.

VR  

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


Using them in code  

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);
 
The Instance function uses Reflection, and is therefore expensive. I recommend that you save the Instance value to use it without affecting performance.

If you are using an effect other than ‘OneBit’ just change it to its name. Check the source code comments for more information.

 


Fire Tunnel  

assets used in video and demo are not included
DEMO
 


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.

Tunnel  

  • Center (X,Y): Position of the tunnel’s center point on screen. (0,0) is center, (-1,-1) bottom-left, (1,1) top-right.
  • Radius [0-10]: Controls how wide the tunnel appears. Higher values create a larger tunnel opening.
  • Turbulence [0-1]: Amount of chaos in the fire movement. Higher values create more erratic patterns.

Animation  

  • Speed [0-10]: How fast the fire effect moves and churns.
  • Rotation [0-10]: Speed at which the tunnel rotates around its center.

Color  

  • Color Blend: How the fire effect blends with the scene.
  • Intensity [0-10]: Adjusts the strength and brightness of the fire effect.
  • Fire Color: Base color of the flames (RGB values from 0-10). Default is (5, 2, 1) for a natural fire look.

Quality  

  • Steps [1-200]: Number of steps in the raymarching calculation. Higher values mean better quality but lower performance.
  • Noise Scale [0-10]: Controls the size and detail of the fire patterns. Lower values create finer detail.

Use in Code  

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());

 



Misc  

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.


F.A.Q.  

How to make the effect also affect the UI?  

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.

When Bloom is added, its intensity is too low or the effect stops working.  

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 ;)

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.


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.

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! ❤️

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On this page:
  • Requirements
  • Using them in the Editor
  • VR
  • Using them in code
  • Fire Tunnel
  • Misc
  • F.A.Q.
  • Support