This portal visual effect uses a mixture of GPU sprites, a mesh renderer with a masked material to make it circular, and a sub UV animation for the flames around the edges.
The flamethrower visual effect uses a color scale for the flames to change color based on their age before despawning. I layered the flame sub UV animation with a smoke sub UV to give it a more realistic and dynamic look. I added a translucent texture, also with a sub UV animation to give the appearance of some heat distortion rising from the flames. Lastly, the small embers shooting off to the sides and burning out add an extra flare (pun intended) to pull everything together.
This is a dripping water effect that I created to add some ambience to some promotional scenes for a First Person Shooter that I'm working on currently. I used a mesh renderer with a seamless rippled texture that I created in Photoshop. The origin of the water is offset in the z-axis and is coupled with a second emitter that generates a collision event to tell the water emitter where to spawn a splash effect and despawn the falling water. This allows for the effect to be used in any sized situation without needing to make a different sized instance of it for every use.
An ambient dust effect that can help with scene polish. I used some nearly still lingering particles along with some that have some more turbulence to them to give the appearance that they're moving in the wind. The particles use a mask to soften the edges and give them some translucency. On top of that I added a minor fog emitter to help catch and refract the lighting in it's environment. I gave this some exposed parameters for scaling and randomness seed so that the Environment Artists were able to size it more easily.
This explosion effect compiles multiple emitters to give a dynamic appearance. First I used a large flame texture that uses a sub UV animation to grow as it rises to the sky before fizzling out into a dark smoke (also using a sub UV animation) that lingers in the air before slowly dissipating. Additionally I used a smoke sub UV texture and spawned it in the shape of a torus that expands from the source of the explosion to give an outward burst appearance. I added some sparks bursting from the source as well and gave them some collision so that they'd realistically skip across the terrain around the explosion. Lastly, I added some larger versions of the sparks to give the appearance of shrapnel flying through the air. This emitter communicates with a smoke emitter as well so that they leave a smoke trail as the fly through the air.
For the waterfall visual effect is used multiple mesh renderers layered on top of one another. Each have a panning material with public variables for easy customization. To supplement the visuals I added a flowing water texture with dynamic parameters to adjust the panning and refraction values and simulate the flowing foam at the break where the water starts to fall. Additionally, I added splashes at the top and bottom using a sub-UV animation.
For the rainfall effect, I simply used three emitters one elongated sprite with a translucent material applied with dynamic parameters to easily customize the fresnel effects as well as the refraction values. The second emitter is a sub-UV texture of splashes giving a smooth fade-in and out as the raindrops hit the ground, these spawn based off the collision detection from the falling rain emitter. Attached to the splashes is a ripple texture giving the appearance that the rain is hitting a wet surface. These ripples as well as the splashes have a custom module that I made attached so that they reorient themselves based on the slope of the terrain that they're spawned on. 
These are some simple projectile impact effects that I created for a First Person Shooter project. Each effect is called when the projectile collides with a certain material in the world. In this example (from left to right) you can see the impacts of dirt, metal, and rock or stone.
This is a blood spatter effect that I created for a First Person Shooter that I am currently working on. I used some similar emitters that I created for the projectile impacts seen above. 
This is a simple dandelion texture with an transparent background that I used to create an effect that gives the appearance of dandelions floating in the breeze. 

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