@veer Ah, for the ground coils it’s a texture being panned up the mesh. The shader is using custom vertex streams to tell the clamped texture to pan up the mesh. It’s similar to this but for Unity- VFX Basics - Mesh Soulercoasters
Here’s what I did for the shader and particle system.
FIG 1 - Set the U AND V values to 0 or 1. Depending on which is 0 or 1 it will pan up/down or left/right. If you set both to 1, then it’ll pan left/right and up/down at the same time. Change it however you want i just set it to U 0, V 1 and unwrap my stuff based on that setup. The way you unwrap it will determine how it moves (you can literally use the shader and rotate your UV’s 90 degrees and it’ll act differently).
FIG 2 - Make sure that UVZW is enabled on the UV COORDINATES node. Plug the Z into the remap and into the Panner. Z is what will tell the particle system to move the texture from -1 to 1. (-1 = offset by 1 in the negative axis, 1 = offset by 1 on the positive axis)
FIG 3 - Enable CUSTOM VERTEX STREAMS in Shuriken under Renderer.
FIG 4 & 5 - Click on the [ + ] icon an add Custom1.xy.
FIG 6 - Add a CURVE and set it from 0 - 1 or 1 - 0 over life (depending on what direction you want stuff to go). Just experiment with this and you should get what you want.
You can add a MULTIPLY with VERTEX COLOR in the Shader if you want it to change colors over life. You can also add a GRADIENT MASK by Multiplying a Texture (black and white) against your Diffuse to create a fade on the top/bottom so it vanishes smoothly. It helps with hiding hard edges when the texture hits the edge of the mesh.
If you’ve got more questions I’ll gladly help out!