For me, nostalgia will always bring up this game, so im going to (try to) recreate the grenade effect from metal slug
Not sure about how I´m going to do it yet, but I had in mind creating a volumetric explosion for a while, so I´ll take the opportunity to do it with this one; probably with meshes and and displacement shader.
Well…this is way harder than I actually expected. After many failures trying to use some crazy shader or blend shapes techniques, I manage to create something that I can work on.
Thanks to a Steven Craeynest post Easy volumetric explosion in Unity3D | Steven Craeynest I got the path on how to do this kind of thing; however, tweaking the shader he creates there didnt get me the results I wanted so I created something based on that from scratch on amplify.
Im using a high division sphere mesh, and the shader, using a control texture, where the red chanel serves as displacement for vertex , green for clipping mask, and blue adss and extra layer to the clipping mask with that granular dissolve. The red channel its also used for color replacement, using a color gradient texture.
Then, to control everything, I use data from the vertex colors, so I can create the transitions from the particle system component; Alpha VC is used for displacement intensity and color replacement gradient offset, and blue VC controls the opacity mask.
I´m not entirely happy about how close to the reference this would allow me to get, but from now It´s the best I´ve achieved.
Next steps are tweaking the colors to get closer to reference and create the correct explosion behaviour, I also think I could use some emission on the shader so I would try adding it.
Well, I was not really happy with what I was getting as I didnt see much of a resemblance between my effect and the reference, and my objective from the beginning was creating a 3D rework of that effect.
So… I went to my original idea of using a mix of shader and blend shapes …and with this new shader technique I actually made it work.
It´s unpolished as it is still a draft, but I´m close to getting the result I wanted.
Well, this is my final result. tried so many things, in the end I took the most easy and simple setup, my first shader with just displacement and cutout. I didnt achieve the result I wanted , and run out of time for a proper polishing and extre effects, but I learnt so many things with this process that made it worth it, I would try harder next time.
Cheers!