NokiMo
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Toon Explosion - FILES

I had a crack at a toonsplosion effect after being (re)inspired by Breath of the Wild toony effects. Particularly this gorgeous explosion by  Gregory Oliveira https://twitter.com/godsgreg/status/1178716163489927169?s=20 

I went with a chunky polygonal look for this so far, but it's still up in the air and I'm sure I'll be tweaking it more in the future. Gotta add those cool arcing trail particles as well.

The 'explosion spikes' are part of the one sphere-mesh particle system (via vertex displacement)- but I think it might be better to split that off into its own particle fx, so that the basic spheres can be used for more generic things, like cartoony smoke rising from a fire for instance?

One thing I was playing around with is faking a light source in the shader, so these should work without an attached point light - though they are lit particles, and a centre light does look better especially when multiple explosions overlap - but to do this I'm using Custom Vertex Streams to write the particle systems centre point into the shader, which afaik, didn't used to be necessary in older Unity versions? Previously, the vertex positions of any particle system were relative to the systems origin, but as of the latest versions of Unity, it seems to be that they are relative to the world origin. It's not hard to get around this with Custom Vertex Streams though, and I'm sure there are other advantages to keeping particle vertices completely in world space.

As always, let me know what you think. If you have any suggestions for tweaks I'd love your input on improving these fx! Thanks for all the support.

Toon Explosion - FILES

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