
In this lesson, you’ll get a quick overview of the course and see the final Ground Slash effect in action.
By the end of this course, you’ll be able to create your own Stylized VFX in Unity using a complete real-time workflow.
Let’s get started.
In this lesson, we’ll set up everything you need to follow the course smoothly.
You’ll learn how to install the correct Unity version, open the project, and get everything ready for the upcoming lessons.
All course resources are included here, including the project files and the license agreement.
Once you're ready, we’ll move on to building the effect.
Note: You might see some warnings during extraction, but these can be safely ignored — the project will open and work as expected.
In this lesson, we’ll create the slash mesh from scratch in Blender.
We’ll go through modeling, shaping the form, adjusting topology, setting up UVs, and preparing the mesh for Unity.
Note: This tutorial was recorded in Blender 3.4.
If you’re using a newer version, some shortcuts may differ, but the workflow and tools are the same.
You’ll also find a shortcut reference file in the resources to help you follow along.
In this lesson, we’ll start building the main slash effect in Unity.
We’ll begin with the first element of the slash and set up the foundation for everything that follows.
This is where the effect starts to come together.
In this lesson, we’ll start creating the texture for the first element of the slash effect.
We’ll begin by building an alpha texture in Photoshop, which will serve as the base for the final result.
In this lesson, we’ll continue working on the slash texture and add more detail using Substance Designer.
We’ll enhance the base texture created in the previous lesson and start shaping the final look of the effect.
In this lesson, we’ll finalize the texture for the first element of the slash effect.
We’ll take the detailed texture from Substance Designer and create two gradient maps in Photoshop to define the final look.
At the end of this lesson, the texture will be ready to use in Unity.
In this lesson, we’ll create a highlight texture for the first element of the slash effect.
We’ll add additional details in Substance Designer and then use Photoshop to apply a bright gradient map to the result.
This texture will help enhance the visual intensity of the effect.
In this lesson, we’ll create a dissolve texture in Substance Designer.
This texture will be used to control how the effect fades and breaks apart over time.
In this lesson, we’ll create a shader for the slash effect using Unity Shader Graph.
We’ll combine the textures we created earlier and set up the core behavior of the effect.
This shader will define how the slash looks and animates in Unity.
In this lesson, we’ll create the second slash mesh in Blender.
We’ll build on the previous model and adjust the shape to add more variation to the effect.
Note: This tutorial was recorded in Blender 3.4.
If you’re using a newer version, some shortcuts may differ, but the workflow and tools remain the same. You’ll also find a shortcut reference file in the resources to help you follow along.
In this lesson, we’ll start creating the texture for the second element of the slash effect.
We’ll begin by building an alpha texture in Photoshop, which will serve as the base for the final result.
In this lesson, we’ll continue working on the dark texture for the second element of the slash effect.
We’ll enhance the base texture in Substance Designer and start shaping the final look.
In this lesson, we’ll finalize the texture for the second element of the slash effect.
We’ll take the detailed texture from Substance Designer and make final adjustments in Photoshop to refine the look.
At the end of this lesson, the texture will be ready to use in Unity.
In this lesson, we’ll create the dark layer of the slash effect in Unity.
We’ll use the mesh and textures we created earlier to assemble the element and bring it into the scene.
This is where the effect starts coming together inside Unity.
In this lesson, we’ll create the third slash mesh in Blender.
We’ll shape a new variation of the model to complete the set of elements used in the effect.
Note: This tutorial was recorded in Blender 3.4.
If you’re using a newer version, some shortcuts may differ, but the workflow and tools remain the same. You’ll also find a shortcut reference file in the resources to help you follow along.
In this lesson, we’ll create a texture for the embers element of the slash effect using Substance Designer.
We’ll build the texture from scratch and shape its look to match the overall style of the effect.
This texture will add small dynamic details and enhance the overall visual richness.
In this lesson, we’ll create the embers layer of the slash effect in Unity.
We’ll use the mesh and texture from the previous lessons to assemble the element and bring it into the scene.
This layer will add subtle motion and extra detail to the effect.
In this lesson, we’ll create a texture for the final layer of the slash effect in Photoshop.
We’ll design a soft, blurred texture that works as a background layer to support the main shapes.
This texture helps add depth and smooth out the overall look of the effect.
In this lesson, we’ll create the final layer of the slash effect in Unity.
We’ll reuse the mesh from the embers element and apply the texture from the previous lesson to build the final part of the effect.
This layer helps bring all elements together and completes the slash.
In this lesson, we’ll get an overview of the impact part of the effect.
We’ll break down the elements involved and go over what we’ll be creating in this section, including models, textures, and shaders.
This will give you a clear understanding of how everything fits together before we start building.
In this lesson, we’ll create a mesh for the shockwave element in Blender.
We’ll build a simple shape that will be used as the base for the impact effect in Unity.
This mesh will play a key role in defining the overall look of the impact.
Note: This tutorial was recorded in Blender 3.4.
If you’re using a newer version, some shortcuts may differ, but the workflow and tools remain the same. You’ll also find a shortcut reference file in the resources to help you follow along.
In this lesson, we’ll create the main texture for the shockwave element in Substance Designer.
We’ll build the texture from scratch and shape its look to match the style of the impact effect.
This texture will define the overall appearance of the shockwave in Unity.
In this lesson, we’ll create a noise texture for the shockwave element in Substance Designer.
We’ll build a procedural texture that will be used to add variation and break up the main shape of the effect.
This texture will help make the impact look more dynamic and natural.
In this lesson, we’ll create a dissolve texture for the shockwave element in Substance Designer.
We’ll build a texture that controls how the effect fades and breaks apart over time.
In this lesson, we’ll create a secondary noise texture for the shockwave element in Photoshop.
We’ll design a soft, cloud-like texture that will be used to add additional variation and detail.
This texture will help break up the effect and make it feel more organic.
In this lesson, we’ll create a gradient texture in Photoshop.
We’ll design a simple mask that will be used to control the shape of the shockwave effect.
In this lesson, we’ll create a shader for the shockwave element using Unity Shader Graph.
We’ll combine the textures we created earlier and set up the core behavior of the effect.
This shader will control how the shockwave looks and animates in Unity.
In this lesson, we’ll create the shockwave element in Unity.
We’ll combine the mesh and textures we created earlier to assemble the effect and bring it into the scene.
This is where the impact effect starts to take shape.
In this lesson, we’ll create a background texture for the shockwave in Photoshop.
We’ll design a soft, blurred shape that will be used as a base layer for two elements of the effect.
This texture helps add depth and smooth out the overall look of the impact.
In this lesson, we’ll create a versatile shader using Unity Shader Graph.
We’ll set up a flexible shader that can be reused across multiple elements of the effect.
This shader will control how these elements look and behave in Unity.
In this lesson, we’ll create two ground glow elements in Unity.
We’ll use the texture from the previous lesson and set up two variations of the same element to support the impact effect.
These elements will add depth and help blend the effect with the ground.
In this lesson, we’ll create a texture for the ground mark element in Substance Designer.
We’ll build the texture from scratch and shape it to represent the mark left after the impact.
This texture will define how the effect leaves a visible trace on the ground.
In this lesson, we’ll create the ground mark element in Unity.
We’ll use the texture from the previous lesson to build the element and place it into the scene.
This element represents the mark left on the ground after the impact.
In this lesson, we’ll create a texture for the hit spot element in Photoshop.
We’ll design a focused shape that represents the point of impact.
This texture will help emphasize where the main hit occurs.
In this lesson, we’ll create the hit spot element in Unity.
We’ll use the texture from the previous lesson to build the element and place it at the point of impact.
This element helps emphasize the center of the hit and adds focus to the effect.
In this lesson, we’ll create a texture for the flash element in Photoshop.
We’ll design a bright shape that represents a quick burst of energy at the moment of impact.
This texture will help add intensity and highlight the impact.
In this lesson, we’ll create the flash element in Unity.
We’ll use the texture from the previous lesson to build a quick burst effect at the moment of impact.
This element helps add intensity and emphasizes the impact.
In this lesson, we’ll create a texture for the sparks element in Photoshop.
We’ll design small shapes that represent fast-moving particles generated by the impact.
This texture will help add energy and motion to the effect.
In this lesson, we’ll create a gradient texture in Photoshop for the sparks trails.
We’ll design a simple mask that will be used to shape the trails.
In this lesson, we’ll create the sparks element in Unity.
We’ll use the textures we created earlier to build fast-moving particle effects that follow the motion of the impact.
This element adds energy and dynamic movement to the effect.
In this lesson, we’ll create a rock mesh in Blender.
We’ll build a simple model that will be used as a debris element in the impact effect.
This mesh will help add physical detail and enhance the realism of the impact.
Note: This tutorial was recorded in Blender 3.4.
If you’re using a newer version, some shortcuts may differ, but the workflow and tools remain the same. You’ll also find a shortcut reference file in the resources to help you follow along.
In this lesson, we’ll create a shader for the impact elements using Unity Shader Graph.
We’ll set up a shared shader that will be used for both rocks and smoke.
This shader will control how these elements look and behave in Unity.
In this lesson, we’ll create the rocks element in Unity.
We’ll use the mesh and shader we created earlier to build a debris effect that reacts to the impact.
This element adds physical motion and enhances the overall realism of the effect.
In this lesson, we’ll create a mask texture for the smoke element in Photoshop.
We’ll design a soft shape that will be used to control the opacity and overall form of the smoke.
In this lesson, we’ll create the smoke element in Unity.
We’ll use the textures and shader we created earlier to build a soft, dynamic effect that follows the impact.
This element helps add atmosphere and makes the impact feel more natural.
With this final element, the impact effect comes together and is now complete.
In this lesson, we’ll get an overview of the Fire Wall part of the effect.
We’ll break down the elements involved and go over what we’ll be creating in this section, including a model, textures, and shaders.
This will give you a clear understanding of how everything fits together before we start building.
In this lesson, we’ll create a highlight texture for the crack element in Photoshop.
We’ll design a sharp, bright shape that will be used to emphasize the edges of the crack.
This texture will help define the form and add contrast to the effect.
In this lesson, we’ll create additional textures for the crack element using Photoshop and Substance Designer.
We’ll design textures that will be used to build the main surface of the crack.
These textures will help define how the crack appears on the ground.
In this lesson, we’ll create a shader for the crack element using Unity Shader Graph.
We’ll combine the textures we created earlier and set up the core behavior of the effect.
This shader will control how the crack looks and appears in Unity.
In this lesson, we’ll create the crack element in Unity.
We’ll use the textures and shader we created earlier to build the main structure of the crack.
This element defines how the fire wall effect interacts with the ground.
In this lesson, we’ll create a texture for the crack glow element in Photoshop.
We’ll design a soft, bright shape that will be used to add subtle glow around the crack.
In this lesson, we’ll create the crack glow element in Unity.
We’ll use the texture from the previous lesson to add a subtle glow around the crack.
This element helps enhance the visual intensity and brings the fire wall effect to life.
In this lesson, we’ll create the fire wall mesh in Blender.
We’ll build a simple model that will be used as the main structure of the fire wall effect.
This mesh will define the overall shape of the effect.
Note: This tutorial was recorded in Blender 5.0
If you’re using a newer version, some shortcuts may differ, but the workflow and tools remain the same. You’ll also find a shortcut reference file in the resources to help you follow along.
In this lesson, we’ll create a noise texture for the fire wall element in Substance Designer.
We’ll build a procedural texture that will be used to add variation and break up the shape of the effect.
This texture will help make the fire wall feel more dynamic and natural.
In this lesson, we’ll create a dissolve texture for the fire wall element in Substance Designer.
We’ll build a texture that controls how the effect fades and breaks apart over time.
This texture will help add motion and variation to the fire wall.
In this lesson, we’ll create a gradient mask texture for the fire wall element in Photoshop.
We’ll design a simple alpha mask that defines the overall shape of the effect.
This texture will control the main form of the fire wall.
In this lesson, we’ll create a mask texture for the fire wall element in Substance Designer.
We’ll build an additional mask that adds variation and detail to the overall shape of the effect.
This texture will help refine the final look of the fire wall.
In this lesson, we’ll create a shader for the fire wall elements using Unity Shader Graph.
We’ll set up a shared shader that will be used for both the fire wall and smoke wall.
This shader will control how these elements look and behave in Unity.
In this lesson, we’ll create one of the fire wall elements in Unity.
We’ll combine the mesh, textures, and shader we created earlier to build this part of the effect.
This element adds structure and helps shape the overall look of the fire wall.
In this lesson, we’ll create the smoke wall element in Unity.
We’ll reuse the fire wall element to speed up the process and adapt it to build the smoke wall.
This element adds volume and helps support the overall look of the fire wall.
In this lesson, we’ll create the sparks element in Unity.
We’ll reuse the sparks from the impact part and modify them to match the behavior of the fire wall.
In this lesson, we’ll create a texture for smoke particles in Substance Designer.
We’ll build a soft, organic texture that will be used to shape the particles.
This texture will help define the look and movement of the smoke.
In this lesson, we’ll create the smoke particles in Unity.
We’ll use the texture from the previous lesson to build a dynamic particle effect that adds extra detail to the fire wall.
This element enhances the overall look and adds more movement to the scene.
In this lesson, we’ll create the rocks element in Unity.
We’ll reuse the rocks from the impact part and adapt them to move in the direction of the crack using a particle system.
This element adds physical motion and helps integrate the fire wall effect with the ground.
With this final element, the fire wall effect is complete, and the full ground slash effect comes together.
In this course, you will learn how to create a complete stylized ground slash effect in Unity from start to finish.
We will go through the full VFX workflow used in real-time games, including modeling, texturing, shaders, and particle systems.
You’ll learn how to:
• Create stylized meshes in Blender
• Build textures in Photoshop and Substance Designer
• Use Shader Graph to control how your effects look and behave
• Create and control particle systems in Unity
• Combine multiple elements into one polished effect
The effect is built step by step and broken down into three main parts:
• Slash
• Impact
• Fire Wall
By the end of the course, you will have a complete, production-ready VFX effect and a strong understanding of how to build your own effects from scratch.
This course is perfect for:
• Beginners who want to get into game VFX
• Unity developers who want to improve visuals
• Artists who want to learn real-time effects
No advanced experience is required — I guide you through every step of the process.
You will also gain practical insights into optimizing effects for performance, organizing your workflow, and building a solid foundation for creating your own stylized VFX in future projects.
Let’s start building your VFX skills!