VFX Related Sphere Mask
The VFX Sphere Mask settings aren’t used by the shield’s core visuals directly. Instead, they mask out parts of the shield and are primarily used with the included particle system to create localized hit effects. When a hit occurs, a temporary shield instance is spawned with a sphere mask and a different glow color, producing a short glow burst at the impact point.

Use Sphere Mask
A simple boolean toggle. If enabled, only the masked area of the shield is shown; otherwise, the full shield remains visible.
Sphere Radius
Defines the radius of the sphere mask.
💡 Tip: Smaller values create sharp, pinpoint effects, while larger radii can simulate wide-area bursts.
Sphere Hardness
Controls the edge falloff of the Sphere Mask. By default, this is set to 0, but you can experiment for alternative results.
📘 For more details on the Sphere Mask node, see Unity’s documentation:
With these categories, you now have full control over every aspect of the Energy Shield Shader — from its core appearance and subtle surface details to breathing, instability, rotation, and dramatic destruction effects. By combining these properties with your own models, textures, and animations, you can create shields that perfectly match your game’s style and gameplay. Whether you’re aiming for subtle sci-fi immersion or over-the-top visual feedback, this shader gives you the tools to bring your shields to life.
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