Hi my name is Jack Riddell and i have been working on a normal mapped smoke and fire package for mobile devices called Lit Smoke and Fire. the package is a continuation of the work I did on this package https://www.assetstore.unity3d.com/en/#!/content/60561 and you can see the progress up to this point in this thread http://forum.unity3d.com/threads/volumetric-smoke-shader.358315/ . The unity asset store has a lot of good looking particle effects but once you put them into a real game environment they often look broken and out of place. The prebaked lighting and fixed effect sorting that look so good in controlled demonstration scenes on the asset store are not flexible and responsive enough to work in a real game environment with dynamic lighting intensity, colour and direction. The particle effects in Lit smoke and fire are designed to adders all these problems. By using brand new custom shader set talored for particle effects that can render multiple light sources as well as emissive self lighting all in a single pass Lit Smoke and Fire will deliver AAA quality particle rendering for dynamic environments on mobile and HTML 5 platforms. There have been a lot of "Normal mapped particles" packages made for unity but so far as i can tell none can do per pixel textured normal mapping on mobile and low end platforms and the only existing package that can do per pixel particle normals is my previous package here https://www.assetstore.unity3d.com/en/#!/content/60561. If you want an example of the difference between per pixel and per vertex normal mapping here are 2 examples from my previous package. Lighting is critical to our understanding of a virtual space. by adding complex per pixel lighting to smoke effects you can better communicate to the player the shape and location of the smoke relative to other things in the world. On mobile devices performance is key. All the shaders in this package have been optimized to run on low end devices. I have rewritten soft particle shading to be more efficient than stock unity and unlike the stock unity shaders Lit Smoke and Fire is designed to do as many of the calculation as possible on the vertex instead of on the pixel reducing the massive performance killer that is overdraw. No matter how well you optimize there will always be platforms that cant keep up that is why the shaders in Lit smoke and Fire have many performance options built in. Everything from the number of light souces to the complexity/accuracy of the calculations is adjustable at run time. Lit smoke and fire also comes with 6 shader variants, 2 high quality, 2 medium quality and 2 low quality so even if you cant turn the light setting down low enough on one you can always go down a level in shader to get the performance you need. Good effects are a marriage of technology and art, even the best shaders can't create anything beautiful without exceptional art assets. Lit smoke and fire will come with 57 high quality textures in 128,100,64 frames from 4k to 8k resolution. Also included in the package is a blender file set up for rendering out new smoke effects and step by step instructions on how to compile the resulting images into the Lit smoke and Fire format. There are a ton more features i could talk about like frame blending,light forward scatter and custom emitter handeling but I don't have time now and will go into more detail about them in the future. At the moment I am looking for feed back as well as a small group of testers that can put what I have built through its paces before it gets released.