@wyvery Thanks! Yea your right, cyan is much better and consistent. Cracks was a great idea as well!
@Petrie Thanks as well! Your right about the energy- it was far too plain without a color shift!
Here's the latest iteration on my sketch. I went through some crack iterations and decided to go with an actual floor texture instead of just an outline (I recall Morgana's Tormented Soil). I also included an emissive to the crack. Is it distracting or too subtle? I've seen it too many times to tell
I used a cyan to purple scheme to denote an energy shift. I tried different iterations of the chain "losing power" and it looked best with a subtle color shift. Shifting to black or purple looks bad and is hard to see.
I'm thinking about the spirit fire still in terms of color and brightness. There's a lot of stuff going on at once.
The one thing I find annoying is the rendering order in Unity. In the 4th shot, the chain is rendering under the ground texture. I had to instance the 4-way chain as a particle system (its using a stretching mask though not animation).
Is it possible to instance an animation as a particle system? Solely so I can change the render order since ShaderForge/default sorting is beneath the particle systems. I can't seem to get the mesh/material to render on top because the max queue is 5000. However, if instanced I can use "Order in Layer" to force it to render on top.
Also, is it possible to animate the shadow casting in Unity? I want to toggle it off/fade it out once the mesh disappears. I've tried animating the mesh scaling down or flying upwards but it looks bad.