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 without requiring a node graph for everyday work.
Preparing for Unity Asset Store release

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

Compatibility
AsgineVFX 1.0 is focused on a stable Unity 6 URP workflow for Windows x64.
The runtime and Editor core are provided as compiled assemblies. Included documentation, sample effects, materials and shader foundations remain available for inspection and customization. Real-world particle performance depends on hardware, resolution, effect complexity and the number of active systems.
Launch
Until the store listing is available, the complete product documentation and setup guidance can already be reviewed here.