Ill discuss the Wind/Gust and effect as an examples of how all the shard visual effects in the game are made, there two components to these effects first is the shader and then the actual particle system itself.

the shader does two things, first it samples a twirling gradient noise over time using the Twirl node. Both the speed of the twirl effect and scale of noise can be adjusted.

the next thing is passing the result into a Power Node, to get the stylized wind effect as seem in the image below. then we multiply by a color.


the second half of the shader samples the rotating wind texture by passing it into the Rotate Node, multiplying the results by a color

Then adding the results from both parts together before passing it along with the texture alpha into the master node, one thing to note is that this graph is a VFX Graph Shader, but the logic is the same as making a regular shader. the only difference is that they are all unlit shaders VFX Graph does not take lit shaders.