
Descrição
WebForge builds spider webs procedurally - orb, cobweb, funnel and sheet - and burns them with a shader that spreads the fire from a chosen ignition point instead of dissolving the whole mesh at once. Light a web where you want and a warm ember front creeps outward across the threads, leaving a charred trail behind it.
It is all C# and a hand-written URP shader. No Shader Graph, no VFX Graph, no third-party packages: the only dependency is URP. Each web is a single mesh (around 3 to 4k tris) and the burn is driven by writing one float to the material, so there is no per-frame garbage once a web is running. Burnt webs can hide or remove themselves on completion, so a scene full of them stays cheap.
Two demo scenes are included, a dark showcase and a stone crypt, both set up for click-to-burn with an on-screen button to reset and replay.
What you get:
Four web types (orb, cobweb, funnel, sheet) with catenary sag and a seed value, so no two webs look the same
Spatial burn: the fire starts at any point and spreads outward from it (per-vertex burn order baked into the mesh)
Hand-written URP burn shader: HDR ember front for Bloom, char trail, alpha-clip dissolve
Shuriken sparks and smoke driven from C#, following the burn front (optional per web)
Click-to-burn raycast component and an on-screen Refresh to reset and replay
Positional 3D burn audio that fades with the fire, clips swappable in the inspector
Completion modes per web (keep, hide, or destroy) with a cleanup delay
Custom inspector: live regeneration, burn preview slider, pick-ignition-point tool, bake mesh to asset
Full C# and shader source
Technical:
Unity 6000.3 or newer
Universal Render Pipeline 17.3.0
No dependencies beyond URP
Runtime and Editor assemblies separated
Two demo scenes, four presets
Single mesh and one material per web, no per-frame allocations






