Magical Spell Impact / Hit Impact VFX Graph Unity
Day 8 // "Magical Spell Impact"
I continued the limitations from yesterday, but with some modifications.
1. Greyscale only
2. Radial fade particles only (hard / soft edge, white to alpha fade or white to black fade) -- see attached
I wanted to continue focusing on the timing / pacing of the effect and control over value (as in HSV). I spent more time today focusing on the value control and I feel that the result overall has much better pacing than yesterday's effect. I suppose it was also simpler because this would be a component of the overall effect that was made yesterday, which included a cast, missile, and hit impact. This more limited focus paid off, I think. What do you think?
Asset included below. Made with Visual Effect Graph.
I hadn't realized VFX Graph supports forward decals for URP. Good to know for future projects :)
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