Complete sequences. Separate phases.
150 full spell prefabs and 600 Cast, Release, Impact and Afterglow entry points. Those stages belong to the same 150 designs.
ARCANE FOUNDRY / UNITY SPELL VFX
150 spell designs. Ten domains. Thirty optional ground sigils. Explore the collection in motion and up close.
150 spell designs
10 domains of magic
30 optional ground sigils
C# / JSON source & presets
ARCANE FOUNDRY / THE COLLECTION
Fifteen spells in every domain.
Three sigil treatments for each.
Missiles, wards and concentrated energy. The familiar vocabulary of a mage’s spellbook.
Every gallery image is an actual Unity capture. These are representative poses; see the showcase below for animation.
IN MOTION
All ten domains. 450 casts.
150 spells active at peak.
00:52 / NO AUDIOOffline capture · 1080p / 30fps · Presentation footage, not a real-time benchmark.

Flame Wall / Fire domain / Actual Unity render
A CLOSER LOOK
The effects are composed for an isometric camera: substantial shapes, textured atmosphere and a readable silhouette from above.
Ground sigils are optional. Choose light, medium or detailed, then adjust their opacity and brightness independently of the spell.
See the light-ground comparison ↗
One domain, three ground treatments. Fire shown here.
FOR DEVELOPERS
Use a whole spell sequence or let your own game control the phases. The source and appearance presets are included.
Read the developer notes150 full spell prefabs and 600 Cast, Release, Impact and Afterglow entry points. Those stages belong to the same 150 designs.
Inspector controls and JSON presets for color, timing, scale, intensity, readability and sigils. Editable C# and URP HLSL for changes beyond the presets.
Pooled playback and prewarming, ten showcase environments, and a five-surface readability lab for dark stone, grass, sand, snow and white marble.
ARCANE FOUNDRY / COMPATIBILITY
Unity 6.3 LTS and newer · URP 17.3+
| Unity | URP | Graphics API | Checks |
|---|---|---|---|
| 6.3 LTS 6000.3.27f1 | 17.3.0 Forward / Forward+ | D3D12 | 55 suite checks per renderer; no failures |
| 6.6 6000.6.7f1 | 17.6.0 | D3D12 | Original release configuration |
| 6.6 6000.6.7f1 | 17.6.0 Forward+ | D3D11 | Representative lightning render; all 150 recipe lifecycles |
Input System 1.20.1 is used by demo and Editor tools; the runtime has no Input System dependency. Setup and integration details →
The D3D11 run was a representative render and lifecycle test, not an individual visual audit of every spell. Other platforms and render pipelines are unverified; future Unity/URP changes may require updates. The package supplies visuals; your game supplies gameplay and audio.
The visuals: cast, release, impact and aftermath. Your game supplies damage, healing, targeting, character movement, collisions, networking and audio. Related spells share composition families and rendering modules.
Atmospheric bodies use camera-facing textured layers, with physical mesh pieces where appropriate. They are designed for isometric views. The lightweight ground fade assumes a locally horizontal plane; it does not conform to arbitrary terrain or every actor and wall.
Yes. Editable C#, URP HLSL, Inspector settings and JSON appearance presets are included. The developer notes explain the integration points and capture considerations.
OpenAI Codex assisted with code, shaders, procedural geometry, configuration and documentation. OpenAI image generation supplied the original atmospheric atlas and lightning texture. Blender scripts generated physical meshes. The package includes provenance documents describing these sources and tools.