Author directly
Use a readable Inspector workflow with visual shape, curve, range and scene controls.
ASGINE
Unity VFX authoring system
A GPU-driven particle, beam and trail system designed for direct visual authoring in Unity 6 URP and HDRP without requiring a node graph for everyday work.
Available now on Unity Asset Store, Gumroad and itch.io

Included examples

The authoring loop
Use a readable Inspector workflow with visual shape, curve, range and scene controls.
See changes in context as you work instead of repeatedly rebuilding an external graph.
Connect sequences, build emitter variants and exchange complete effects as .asg files.
Materials & shaders
Use custom materials, Shader Graph and the included editable shader examples. Particle texture, color and opacity data are supplied through the AsgineVFX rendering integration.

Connected toolkit

Shape animated values visually with multi-selection, drag controls, copy and paste, Undo support and immediate feedback.

Inherit changes from a base emitter while keeping intentional local overrides exactly as authored.

Author box, sphere, cylinder and disc emitters through clear Inspector controls and in-scene handles.

Build interaction areas, prevent unwanted spawns and connect particle-driven follow-up effects.

Author curved ribbons with stable segmentation, visual handles and direct width and curve editing.

Export, share and import complete AsgineVFX effects through a focused, versioned asset format.
Native 2D sorting

Get AsgineVFX
The same current AsgineVFX release is available through three storefronts. Use Discord for general Asgine news, questions and community support.
Compatibility & current release
AsgineVFX 1.1.0 includes dedicated Unity 6 URP and HDRP rendering on Windows x64.
Automatic HDRP Custom Pass integration, URP Render Graph rendering, prewarm, lifetime time scaling, whole-effect property transforms and multi-tag Particle Zones are included.
The runtime and Editor core are provided as compiled assemblies. Included documentation, sample effects, materials and shader foundations remain available for inspection and customization. Native 2D Sorting Layer integration is currently URP-specific. Real-world particle performance depends on hardware, resolution, effect complexity and the number of active systems.
Documentation
Review the current URP and HDRP feature set, setup instructions and workflow documentation here.