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Publisher

u3d

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Overview

Real Poison puts the player inside a poisoning. It is a fullscreen post-effect driven by Volume profiles: pick a preset, set the dose, and the view sways and lurches, doubles and loses focus, the edges close in, the pulse thumps in the image, colours drain or flood, walls breathe and patterns creep over them, waves of nausea roll up the frame, sweat runs down the lens. Nothing in your materials changes and nothing is spawned — every symptom is drawn from the frame and the depth buffer.

Fourteen kinds of poisoning, one slider each. Tipsy, Drunk, Fly Agaric, Psilocybin, Toxic Gas, Carbon Monoxide, Radiation, Venom, Food Poisoning, Fever, Sedative, Stimulant and a Stylized pair. Every preset is a Volume profile you can blend, tween and mix; a single Dose value moves the whole effect from sober to full symptoms.

A dose model for free. Drop Real Poison Sources into the scene — gas clouds, spore fields, fumes — and the dose rises while the player stands in them, with a visible drifting haze around each source. Call Ingest() from script for a drink, a bite or a syringe. The dose climbs over an onset time, plateaus and recovers at a rate you set, so gameplay gets a believable timeline without a single animation curve. Or switch the model off and key the dose yourself.

The hallucination. Surfaces swell and melt, iridescent contour patterns flow over every wall and floor, silhouettes glow in cycling colours, colour waves roll through the view, straight lines bend, moving things leave afterimage trails. It is the hero look of the pack and it stays readable: the scene keeps its own colours underneath.

Perception, colour and sickness. Sway with stagger lurches, drifting double vision, focus that breathes, tunnel vision, heavy eyelids, blackouts, a heartbeat at any rate, coughing jolts, trails; tint, desaturation, colour flood, hue drift, contrast, colour split, halos around lights, flashes; nausea waves, watery smeared vision, sweat drops on the lens, visual snow, phosphenes.

Three pipelines, one system. Built-in, URP 17 (Render Graph) and HDRP 17 (Custom Post Process) share one shader body and identical Volume parameters. The Setup wizard installs the renderer feature or custom post-process, generates the pipeline wrappers and creates the fourteen preset profiles.

In the box

- Fullscreen poisoning effect for Built-in, URP 17 and HDRP 17 (Unity 6000.3)

- Real Poison Source (radius, potency, softness, kind: gas / spores / fumes) and the dose model with Ingest(), onset, recovery and a scriptable level

- Fourteen presets, generated per pipeline by the wizard; 51 controls in seven groups

- Setup wizard, noise baker, debug views and per-layer kill switches

- Two sample scenes with baked lighting (Back Alley, Sandbox)

- Manual, changelog, third-party notices (none: all code and textures are original)

Requirements and notes

- Unity 6000.3.21f1 or newer; URP 17.3 / HDRP 17.3 for the SRP paths (Render Graph only)

- Perspective cameras; the trails keep a per-camera history buffer (one colour target per camera)

- Cost, measured in a URP player on an RTX 4090 at 1920×1080: Tipsy 0.12 ms, Drunk 0.13 ms, Toxic Gas 0.13 ms, Fly Agaric 0.16 ms (0.05–0.07 ms at 1280×720). One fullscreen pass that scales with pixel count; expect several times these numbers on mid-range GPUs and use a lower resolution scale there

- Screen-space by design: symptoms exist inside the view; the gas haze uses the depth buffer

Demo footage

- The video and screenshots are Unity renders of the package's own Back Alley and Sandbox samples and of the publicly available Sponza atrium scene by Crytek, used only as a backdrop to show the effect; the Sponza scene is not part of this package. Everything in the package is original work by the publisher.

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