← 60 VFX Textures

60 VFX Textures for Games

Quick Start Guide · 20 seamless noise textures (2048 px) · 26 shape masks (1024 px) · 14 flipbooks 8x8 (4096 px) · Unity, Unreal, Godot

1. Install (1 minute)

  1. Unzip. Three folders: Noise_Tileable, Masks_Shapes and Flipbooks_8x8. Drag the PNGs you need into your project (Unity Assets, Unreal Content Browser, Godot res://).
  2. Everything is white on black (grayscale PNG). Additive / Screen blending: use the texture as color and the black disappears. Alpha blending: plug the texture into opacity and tint it with the particle color.

2. Use it without code

Flipbooks are 8 x 8 = 64 frames. Unity: Particle System > Texture Sheet Animation, Tiles 8 x 8. Unreal: SubUV 8 x 8. Godot: in the particle material set Particles Anim H Frames and V Frames to 8, then set Anim Speed in the ParticleProcessMaterial. LOOP in the file name = seamless loop, ONE = one-shot that ends on black. Every noise texture tiles seamlessly in both directions: scroll it for flowing energy, dissolve or distortion.

3. Use it from code

Flipbook explosion on GPUParticles3D (Godot 4, GDScript)

var mat := StandardMaterial3D.new()
mat.albedo_texture = preload("res://vfx/VFX_Flipbook_02_Explosion_ONE_8x8_4K.png")
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
mat.blend_mode = BaseMaterial3D.BLEND_MODE_ADD        # black disappears
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
mat.billboard_mode = BaseMaterial3D.BILLBOARD_PARTICLES
mat.particles_anim_h_frames = 8
mat.particles_anim_v_frames = 8
mat.vertex_color_use_as_albedo = true                 # tint with the particle color
var quad := QuadMesh.new()
quad.material = mat
$GPUParticles3D.draw_pass_1 = quad
var pm := $GPUParticles3D.process_material as ParticleProcessMaterial
pm.anim_speed_min = 1.0   # 1 = all 64 frames once over the particle lifetime
pm.anim_speed_max = 1.0

Flowing energy: scroll a tileable noise (Godot 4, canvas_item shader)

shader_type canvas_item;
render_mode blend_add;

uniform sampler2D noise : repeat_enable;  // e.g. VFX_Noise_09_Smoke_Wisps_2K.png
uniform vec2 speed = vec2(0.05, 0.12);
uniform vec4 tint : source_color = vec4(0.3, 0.7, 1.0, 1.0);

void fragment() {
    float n = texture(noise, UV + TIME * speed).r;
    COLOR = vec4(tint.rgb * n, n);
}

Dissolve with a glowing edge (Godot 4, spatial shader)

shader_type spatial;
render_mode cull_disabled;

uniform sampler2D dissolve_noise;  // e.g. VFX_Noise_12_Dissolve_2K.png
uniform float amount : hint_range(0.0, 1.0) = 0.5;
uniform vec4 edge_color : source_color = vec4(1.0, 0.5, 0.1, 1.0);

void fragment() {
    float n = texture(dissolve_noise, UV).r;
    if (n < amount) { discard; }
    float edge = 1.0 - smoothstep(0.0, 0.05, n - amount);
    ALBEDO = mix(vec3(0.8), edge_color.rgb, edge);
    EMISSION = edge_color.rgb * edge * 3.0;
}

FAQ

What is inside?

20 seamless noise textures at 2048 px (Perlin, billow, ridged veins, cells, cracks, caustics, streaks, smoke wisps, turbulence, sparkle field, dissolve, lava cracks, energy cells, clouds, scratches, swirl, ripples, electric, dust), 26 shape masks at 1024 px (glows, circles, rings, shockwave, stars, lens streak, spark, glint, slash arc, crescent, beam, trail gradient, droplet, magic circle, hex shield, lightning bolt, petal, burst rays, heart and more) and 14 flipbooks 8x8 at 4096 px (smoke puff, explosion, spark burst, shockwave, electric arc, fire, magic swirl, dust impact, energy orb, portal, lightning strike, heal rise, ground crack, spirit flame).

What do LOOP and ONE mean?

LOOP = the 64 frames loop seamlessly (fire, portal, energy orb). ONE = a one-shot that ends on black (explosion, smoke puff, ground crack).

Why are they white on black?

So one texture works in every blend mode and any color: additive or screen uses it as color (black disappears), alpha blending uses it as opacity, and you tint it with the particle or material color.

Which engines?

Any engine or tool that reads PNG: Unity, Unreal Engine, Godot, Blender, After Effects. The flipbook settings for Unity, Unreal and Godot are in step 2.

Can I use them in a commercial game?

Yes. Use them in personal and commercial projects (games, videos, apps). Do not resell or redistribute the textures as-is.

Get 60 VFX Textures ($7.99)