
Feel
Feel gathers a large set of feedbacks and springs for moments that need motion, response, and extra punch. It reaches across camera work, UI, text, shaders, sounds, physics, and haptics through a single workflow.

Feel gathers a large set of feedbacks and springs for moments that need motion, response, and extra punch. It reaches across camera work, UI, text, shaders, sounds, physics, and haptics through a single workflow.

GLAMOR brings layer-selective screen-space effects into URP and combines them with a large library of advanced image-enhancing effects. It is set up for LTS-focused Unity workflows, with clear boundaries around supported versions and platforms.

Expanse is a volumetric sky tool for HDRP that helps shape skies, clouds, and fog banks directly in the editor. It combines physically based rendering, realtime adjustment, and animated weather controls for scenes that need changing atmospheres.

Ethereal URP 2021 focuses on atmosphere: fog, volumetric lighting, and the look of illuminated particles suspended in the air. It also includes extra demos, Atrium and Forest scenes, and a bonus URP foliage shader with wind and subsurface scattering.

Crest Water 5 – Shallow Water adds simulation-driven shallow water for shorelines and streams inside Crest 5. It gives artists a way to shape coastal edges, river channels, and other transition zones with static or camera-following shoreline behavior and an editor-side bake path for streams.

Crest Water 4 URP starts with a compact setup path: water surface, underwater, and waves. From there, it expands into wave authoring, shoreline control, underwater treatment, and interaction systems that fit oceans, rivers, lakes, and large-world scenes.

Boing Kit provides a technical framework for adding bouncy, reactive movement to characters and environments within Unity. This toolset features specialized logic for bone chains, rotational constraints, and optimized reactor fields across major render pipelines.

This tool renders dynamic blood splatter onto the screen as a visual health indicator, utilizing shaders and normal maps to simulate realistic light refraction and drying effects.