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1
FIRE SHADER MANUAL
CAUTION:
Unity HD, URP , Standard import:
▪ If you import asset into HD RP please import HD RP support pack from “HD and URP
Support Packs Smoke and Fire” folder. It will replace prefabs, materials and shaders directly
for your engine and hd rp version.
▪ If you import asset into URP please import URP support pack from “HD and URP Support
Packs Smoke and Fire” folder. It will replace prefabs, materials and shaders directly for your
engine and URP version.
If you want to use particles at mobiles:
1. Try to use Unlit variants - they are cheaper.
2. Turn off transparency intersection for unity standard render at every used material, it works at
URP normally.
3. Remember that emissive materials activate emission if there is bloom post process at scene
Support: Contact form: https://naturemanufacture.com/contact/
2
If you build own particle with our shading:
1. For use of the wind based on pivots, add to the particle Custom Vertex Stream (in Renderer)
Center (TEXCOORD0.w|xy) and Size.xy (TEXCOORD1.zw).
2. For use of the wind based on age, add to the particle Custom Vertex Stream (in Renderer)
Center (TEXCOORD0.w|xy), Size.xy (TEXCOORD1.zw) and AgePercent
(TEXCOORD0.z).
3. Make sure to place Custom Vertex Streams in order shown below:
Support: Contact form: https://naturemanufacture.com/contact/
3
1. About the shader:
This shader is intended to be used for emissive particles with an Additive Blending Mode, although it is
possible to use it with an Alpha Blending, where the Emission Flipbook equals the Alpha. The shader
also supports wind, which will match our other shaders.
2. Used Texture Input:
Emission Flipbook (RGB):
This texture contains emission and alpha inputs on RGB channels. The emission uses RGB channels,
the alpha is an average of RGB channels.
RGB texture input The same texture input as an alpha
Support: Contact form: https://naturemanufacture.com/contact/
4
3. Shader properties:
Property Description Example
Use Texture as Alpha Enable the checkbox to use the emission
texture as the alpha.
Alpha Multiplier Set this value to strengthen or weaken the
alpha. (Only when Use Texture as Alpha
parameter is enabled)
Emission Intensity This value determines the intensity of the
emission.
Emission Color This HDR color determines the color and
intensity of the emission.
Intersection Offset This value defines the distance between
the particle and other objects from which
itll start to decrease the particles alpha.
Use Transparency Enable the checkbox to decrease the alpha
Intersection value of a particle on intersection with
other objects.
Support: Contact form: https://naturemanufacture.com/contact/
5
4. Wind Properties:
TO USE THE WIND, ENABLE THE “USE WIND” CHECKBOX.
Wind from Center (T) Enable the checkbox to use the wind
Age (F) by the height from the particle base
(calculated with the use of the Center
Vertex Stream) mostly useful for
static meshes, as in the example on the
right.
Disable the checkbox to use the wind
by the age of each particle. Useful for
dynamic meshes where each particle
should act individually, as in the
example on the right.
Gust Strength This parameter controls large gusts of
wind, which will bend particles.
Shiver Strength This parameter controls small but
strong gusts of wind, which will also
highly distort the mesh.
Bend Strength This parameter controls blend between
linear and geometrical influence of the
wind on the particles.
Support: Contact form: https://naturemanufacture.com/contact/

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1
SMOKE SHADER MANUAL
CAUTION:
Unity HD, URP , Standard import:
▪ If you import asset into HD RP please import HD RP support pack from “HD and URP
Support Packs Smoke and Fire” folder. It will replace prefabs, materials and shaders directly
for your engine and hd rp version.
▪ If you import asset into URP please import URP support pack from “HD and URP Support
Packs Smoke and Fire” folder. It will replace prefabs, materials and shaders directly for your
engine and URP version.
If you want to use particles at mobiles:
1. Try to use Unlit variants - they are cheaper.
2. Turn off transparency intersection for unity standard render at every used material, it works at
URP normally.
3. Remember that emissive materials activate emission if there is bloom post process at scene
Support: Contact form: https://naturemanufacture.com/contact/
2
If you build own particle with our shading:
1. For proper normal/ light calculation, add to the particle Custom Vertex Stream (in Renderer)
Tangent (TANGENT.xyzw)
2. For use of the emission over time gradient in material, add to the particle Custom Vertex
Stream (in Renderer) AgePercent (TEXCOORD0.z)
3. For use of the wind, add to the particle Custom Vertex Stream (in Renderer) AgePercent
(TEXCOORD0.z), Center (TEXCOORD0.w|xy) and Size.xy (TEXCOORD1.zw)
4. Make sure to place Custom Vertex Streams in order shown below:
Support: Contact form: https://naturemanufacture.com/contact/
3
1. Shaders:
Our smoke shaders can be used for creating smoke, mist, fire and explosion vfx. They divide into two
categories:
a) Based on lightmaps (Smoke_Lightmap_Based_Lit and Smoke_Lightmap_Based_Unlit)
b) Based on normals (Smoke_Normal_Based_Lit and Smoke_Normal_Based_Unlit)
Both shaders support one Directional Light, but for the Lit Shaders any additional light source, which is
supported by the Standard Unitys Shaders, can be added, although with an influence simplified to the
basic properties (i.e., Object Normals, Normal Maps, Ambient Occlusion, Smoothness and Metallic).
A. Shaders based on lightmaps:
These shaders are calculating light data by the use of lightmaps baked from volumetrics from six
directional lights (front, back, left, right, top and bottom) according to the Unitys Directional Light
(Color and Direction) or specified Direction.
B. Shaders based on normals:
These shaders are calculating light data from objects normals and tangent normal maps according to
the Unitys Directional Light (Color and Direction) or specified Direction.
Shaders from left: Lightmap Based Lit, Lightmap Based Unlit, Normal Based Lit, Normal Based Unlit.
Support: Contact form: https://naturemanufacture.com/contact/
4
C. Comparison
The result of both shaders are similar, as can be seen below:
Lightmap Based Material Normal Based Material
As normal maps are more common textures, Normal Based Materials can be easier to use, but they are
more costly and produce less reliable results with occasional artifacts. On the other hand, because they
do not strictly depend on baked lightmaps, they can generate “softer” smoke with full shading intact, as
below:
Lightmap Based Material Normal Based Material
Support: Contact form: https://naturemanufacture.com/contact/
5
However, using lightmaps have an advantage of specifying the result for each lighting direction
separately, which can be used e.g. for faking translucency:
Lightmap Based Material Normal Based Material
Support: Contact form: https://naturemanufacture.com/contact/
6
2. Used Texture Inputs:
a. Lightmap Based Shaders:
• Lightmap Right(R) Left(G) Top(B) Bottom(A) Prefix „_LM_R_L_T_B”:
This lightmap contains on its channels baked directional lights pointing from named directions.
Channel Red Green Blue Alpha
Light From top to From bottom to
From right to left From left to right
direction bottom top
Example
• Lightmap Front(R) Back(G) Emission(B) Transparency(A) Prefix „_LM_F_B_E_M”:
This lightmap contains:
- Red and green channels - directional lights pointing from named directions, although for better visual
results, they can be replaced with an average and inversed average of the other sides (artistically
enhanced) see comparison below:
Light type From camera Average To camera Inversed average
(lightened) (darkened)
Comparison
- Blue channel emission mask (baked for explosions or made from front lightmaps for smokes),
- Alpha channel transparency mask.
Support: Contact form: https://naturemanufacture.com/contact/
7
Channel Red Green Blue Alpha
Content Light from front Light from back Emission mask Transparency
mask
Example
b. Normal Based Shaders:
• Color Mask (R) Emission (B) Transparency (A) - Prefix „_BC_E_M”:
This texture contains exactly the same inputs as the above „Lightmap Front(R) Back(G) Emission(B)
Transparency(A)”, excluding blue channel:
- Red channel mask map for color blend / additional detail for this we use the same input as the
front lightmap,
- Green channel empty,
- Blue channel - emission mask (baked for explosions or made from front lightmaps for smokes),
- Alpha channel transparency mask.
• Normal Map Prefix „_N”:
This texture contains an OpenGL tangent normal map input (standard normal map for Unity). Our
inputs were created from lightmaps data, but any normal map input would do.
c. Emission gradients:
Emission gradients are used for sampling light data to emission (see Procedural Emission Property).
Caution: for proper working, set Wrap Mode to Clamp.
Support: Contact form: https://naturemanufacture.com/contact/
8
3. Shader properties:
a. Lightmap based shaders:
Property Description Example
Use Scene Lights Enable the checkbox to use Scene
Direction Directional Lights Rotation to calculate
materials shading. (Requires Directional
Light on the scene).
Light Direction With Use Scene Lights Direction
Property disabled, this vector will
specify light direction to calculate
materials shading.
Alpha Clip Threshold This value, through the transparency
mask, determines whether the pixel
should be rendered or not.
Alpha Multiplier Set this value to strengthen or weaken
transparency mask (useful mostly for
Additive Transparency Blending Mode)
Lightmap Right(R) This Texture input is used to calculate
Left(G) Top(B) part of the shading data. See the Used
Bottom(A) Texture Inputs chapter for more details.
Lightmap Front(R) This Texture inputs Red and Green
Back(G) Emission(B) channels are used to calculate part of the
Transparency(A) shading data. Blue channel controls the
emission if specified in property below
(Emission From R (T) From B (F))
Alpha channel controls the opacity. See
the Used Texture Inputs chapter for
more details.
Support: Contact form: https://naturemanufacture.com/contact/
Light Intensity 9
This value controls the brightness of
lighting.
Light Contrast This value controls the contrast between
illuminated and shaded parts of the
material.
Light Blend Intensity This value controls blend between the
Scene Directional Lights Color and
Light Color Property below.
Light Color Set this color to blend it with Scene
Directional Lights Color by the Light
Blend Intensity factor.
Shadow Color This color will set the color of the
materials shadow.
Emission Gradient This Texture input is used for sampling
Emission Color emission to shading data.
This HDR color determine the color and
intensity of the emission.
Emission Over Time This value determines the end of the
emission over the lifetime of the particle.
Support: Contact form: https://naturemanufacture.com/contact/
Emission Gradient 10
Contrast
This value controls the length of the
emission fading.
Emission From R (T) With this checkbox enabled, for the
From B (F) emission mask will be used the Red
channel from the Lightmap Front(R)
Normal Map Strength Back(G) Emission(B) Transparency(A)
texture.
With this checkbox disabled, for the
emission mask will be used the Blue
channel from the Lightmap Front(R)
Back(G) Emission(B) Transparency(A)
texture.
For this checkbox to work, disable the
Emission Procedural (T) Mask (F)
property.
This value controls the normal intensity.
For the normal to work, enable Use
Normal Map property.
Ambient Occlusion This value defines the ambient occlusion.
Smoothness This value defines the smoothness.
Metallic This value defines the metallic.
Support: Contact form: https://naturemanufacture.com/contact/
Intersection Offset 11
This value defines the distance between
the particle and other objects from which
itll start to decrease the particles alpha.
Culling Start This value will set the distance between a
Culling Distance particle and the camera, to which a
particle wont be rendered.
This value controls the fading distance
before a particle will be culled.
Use Transparency Enable the checkbox to decrease the alpha
Intersection value of a particle on intersection with
other objects.
Use Normal Map Enable the checkbox to calculate tangent
space normal map from lightmaps.
This calculated tangent normal is
approximate and may produce some
minor artifacts.
Emission Procedural (T) Enable the checkbox to generate emission
Mask (F) from materials shading.
Disable the checkbox to generate
emission from mask (Emission From R
(T) From B (F) property).
Support: Contact form: https://naturemanufacture.com/contact/
12
b. Normal based shaders:
Property Description Example
Use Scene Lights Enable the checkbox to use Scenes
Direction Directional Lights Rotation to calculate
materials shading. (Requires Directional
Light on the scene).
Light Direction With Use Scene Lights Direction
Property disabled, this vector will
specify light direction to calculate
materials shading.
Alpha Clip Threshold This value, through the transparency
mask, determines whether the pixel
should be rendered or not.
Alpha Multiplier Set this value to strengthen or weaken
transparency mask (useful mostly for
Additive Transparency Blending Mode)
Normal Map This Texture input is used to calculate the
shading data and defines tangent normal
map. See the Used Texture Inputs
chapter for more details.
Normal Map Light This value controls how intensively the
Impact Normal Map input will affect the
shading.
Support: Contact form: https://naturemanufacture.com/contact/
13
Color Mask (R) Emission With Read Color Mask checkbox
(B) Transparency (A) enabled, this Texture inputs Red channel
will be used as a mask for blending color
Read Color Mask from Particle Color (RGB) Alpha (A)
property. Blue channel controls the
emission if specified in property below
(Emission From R (T) From B (F))
Alpha channel controls the opacity. See
the Used Texture Inputs chapter for
more details.
Enable the checkbox to use color mask
(Red channel from Color mask (R)
Emission (B) Transparency (A) input).
Particle Color (RGB) This color defines the materials color and
Alpha (A) alpha. If the Read Color Mask property
is enabled, Particle Color (RGB) will be
blended with Color Mask (R) by the
Color Blend factor below.
Color Blend With Read Color Mask checkbox
enabled, this value controls the blend
between Color Mask (R) and Particle
Color (RGB).
Light Intensity This value controls the brightness of
lighting.
Light Contrast This value controls the contrast between
illuminated and shaded parts of the
material.
Support: Contact form: https://naturemanufacture.com/contact/
Light Blend Intensity 14
This value controls blend between the
Scene Directional Lights Color and
Light Color Property below.
Light Color Set this color to blend it with Scene
Directional Lights Color by the Light
Blend Intensity factor.
Shadow Color This color will set the color of the
materials shadow.
Emission Gradient This Texture input is used for sampling
Emission Color emission to shading data.
This HDR color determine the color and
intensity of emission.
Emission Over Time This value determines the end of the
emission over the lifetime of the particle.
Emission Gradient This value controls the length of the
Contrast emission fading.
Support: Contact form: https://naturemanufacture.com/contact/
Emission From R (T) 15
From B (F)
With this checkbox enabled, for the
Normal Map Strength emission mask will be used the Red
channel from the Lightmap Front(R)
Back(G) Emission(B) Transparency(A)
texture.
With this checkbox disabled, for the
emission mask will be used the Blue
channel from the Lightmap Front(R)
Back(G) Emission(B) Transparency(A)
texture.
For this checkbox to work, disable the
Emission Procedural (T) Mask (F)
property.
This value controls the normal intensity.
For the normal to work, enable Use
Normal Map property.
Ambient Occlusion This value defines the ambient occlusion.
Smoothness This value defines the smoothness.
Metallic This value defines the metallic.
Intersection Offset This value defines the distance between
the particle and other objects from which
itll start to decrease the particles alpha.
Support: Contact form: https://naturemanufacture.com/contact/
Culling Start 16
Culling Distance
This value will set the distance between a
particle and the camera, to which a
particle wont be rendered.
This value controls the fading distance
before a particle will be culled.
Use Transparency Enable the checkbox to decrease the alpha
Intersection value of a particle on intersection with
other objects.
Emission Procedural (T) Enable the checkbox to generate emission
Mask (F) from materials shading.
Disable the checkbox to generate
emission from mask (Emission From R
(T) From B (F) property).
4. Wind Properties:
TO USE THE WIND, ENABLE THE “USE WIND” CHECKBOX.
Wind from Center (T) Enable the checkbox to use the wind by
Age (F) the height from the particle base
(calculated with the use of the Center
Vertex Stream) mostly useful for static
meshes, as in the example on the right.
Disable the checkbox to use the wind by
the age of each particle. Useful for
dynamic meshes where each particle
should act individually, as in the example
on the right.
Support: Contact form: https://naturemanufacture.com/contact/
Gust Strength 17
This parameter controls large gusts of
wind, which will bend particles.
Shiver Strength This parameter controls small but strong
Bend Strength gusts of wind, which will also highly
distort the mesh.
This parameter controls blend between
linear and geometrical influence of the
wind on the particles.
Support: Contact form: https://naturemanufacture.com/contact/

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