Visual Effects Breakdown Part 2

VFX Graph is a modular system much like shader graph, here the particle system is initialized. For our purposes we only want one particle to be spawned, Capacity doesn’t really matter in this case as we only want one particle this indicates to system how many particles this system can spawn at any one time.Continue reading “Visual Effects Breakdown Part 2”

Visual Effect Breakdown Part 1

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 TwirlContinue reading “Visual Effect Breakdown Part 1”