
Master Unity VFX Graph for magic effects in a MOBA scenario, creating sparks, AoE attacks, and projectiles for Thunderlord while exploring tips and real-world workflows.
Explore collisions in Unity VFX Graph using an AABox collider to make sparks collide and experience lifetime loss; learn how world space and local space govern block and particle behavior.
Learn to trigger events in Unity VFX Graph, spawning flashes on particle die, using GPU events, world space, and inherited color with branch and compare logic.
Explore how the spawn abilities script supports visual effects, including AoE and projectile attacks, VFX marker system, aiming, and animator-triggered attack sequences.
Align lightning flipbook frames with guides, adjust each layer using transform tools, and create in-between frames to smooth transitions, preparing for glow and blur in the next lesson.
explore using Unity's trail renderer to create a projectile tail, adjusting width and time, applying a texture and material for a seamless, scrolling trail, and preparing for a shader-based enhancement.
Improve projectile impact visuals in Unity VFX Graph by enabling alpha blended and lightning additive particles, using flipbooks with random frames, sphere conform, and a flare star texture.
Create and refine impact flare textures in Photoshop for Unity's VFX Graph projectile effects. Use polar coordinates, texture tweaks, delays, and refined particles to enhance warm up visuals.
Design and assemble the earthshatter vfx by building a lightning-through-ground particle burst, tuning lifetime, gravity, and offsets, and create a ground crack texture to accompany the effect.
Apply the earthshatter texture to the vfx graph, adjust flare and glow, rotate and offset the texture, and manage render order and blend modes for a polished ground crack.
Create a smoke simulation in Blender using a particle system and quick smoke, adjust domain and adaptive settings, add noise, and render with transparent film and cycles, including camera setup.
Create and refine the Earthshatter muzzle effect in Unity by building a warm-up VFX Graph, adjusting particle lifetimes, sizes, glow, and trail, then test and iterate in Thunderlord.
Create and refine the earthshatter warm up trail for the hammer, duplicating trails, adjusting width, duration, gradient, and glow, then test and finalize by tweaking spawn and destruction.
Create electric impact effects for a hammer punch in Unity VFX Graph by importing a flipbook texture, enabling transparency, and configuring flipbook blend, tex index over life, and randomized rotation.
Increase contrast and add smoke for the hammer punch by using a dark gradient cylinder and alpha fades, then fine-tune color over life and multiply.
Apply the hammer punch to Thunderlord and create the hud marker by updating the marker texture in the VFX graph.
Create a ground electric shockwave in Unity vfx graph by applying a shockwave texture, adjusting dissolve via age over life and noise, and tuning spawn rate and size over life.
Design a 2048x2048 ground lightning crack texture in Photoshop by tracing zigzag paths, refining with brush, erase, smudge, and adding an outer glow for Unity VFX Graph.
Create a thunderstorm VFX that spawns hammer projectiles from a start to an end point within a radius, using speed, delay, rate of fire, quantity, and waves.
Create and align a HUD marker by duplicating the Earthshatter prefab, adjusting texture and alpha, zeroing transform, and scaling to match the Thunderstorm size for accurate aiming.
Adjust the thunderstorm ability by tuning ground shockwaves, lightning height, particle rate, velocity, and texture variations through inspector controls to create a more perceptible, impactful effect.
Explore two project versions—original and course—using Unity Hub to study magic effects in Unity 2020.1.14, and discover VFX Graph, shader graph, and particle system tutorials to sharpen real time VFX.
This course is all about the creation of Visual Effects with Unity Visual Effect Graph. You will create an Ability Set for a game character called Thunderlord.
You'll learn how to use Visual Effect Graph from basic to intermediate. We will have a look at the workflow of this powerful node-based-tool and start with some quick and basic exercises to get started, like some sparks. Then we will move on to intermediate and advanced effects creation, an ability set composed of:
Ability 01: Projectile - Projectile with Trails, Warm-up effect, Impact and Hammer Glow;
Ability 02: Earthshatter - Earthshatter effect, Hammer Trails and Hammer Glow;
Ability 03: Hammer Punch - Hammer Punch effect, Hammer Trails and Hammer Glow;
Ability 04: Thunderstorm - Thunderstorm AoE, Lightning Strike effect, Warm-up effect, Falling Projectiles effect.
While you create this advanced effects, you will learn stuff like:
1) Use Shader Graph and create practical shaders for game effects;
2) Create original Textures from scratch;
3) Make some awesome Trails;
4) Create hand-painted Flipbook Animations;
5) Create Smoke with Blender;
6) Fracture Objects with Blender;
7) And much more.
With this course you will have the closest real life experience possible to the industry of Visual Effects creation in a Game Development scenario.
Course made with Unity URP in 2020.1.14. Compatible with 2019, 2020 and 2021.