I’ll try to avoid boring details in the breakdown, but I’ll highlight more interesting stuff
I got the glitchy effect by spawning 4 particles per each digit, with some size over life and simple gradient to keep the colours tame until I need them to pop at the end
The glitchy dissolve effect looks like this when it’s only one particle:
And this is when all 4 are played on top of each other:
It’s a very simple red burn colour and alpha cutout (controlled by particle alpha)
I had too many bright elements that I wanted to keep and it made the digits too difficult to see, so I added a dark square ‘glow’ that’s drawn behind them, but on top of everything else.
They are just simple billboards with one texture:
I couldn’t just have simple triangles tho so I rotate them with a start curve from 0 to 360 degrees, it just means that when they spawn at each burst, they have higher angle. Then I duplicated the emitter and made the particle smaller to have more detail
Very simple billboard particle with horizontal gradient, using the same burn thingie as the digits. Duplicated for the top and bottom. To make them pop at the correct time I added this curve
It’s a simple material that uses polar coordinates and one texture (pretty sure it’s from VFExtra pack from @Niels)
I tend to call small singular particles bits in my effects so here they are:
For this apparently I was using a texture from unity’s built in UI-Toolkit . I just saw a triangle and assumed it’s mine, it works so I don’t really care.
Anyway, I give them some initial speed to move to the left and right, and some orbital velocity during lifetime, random colours to add some spice.
The last burst is separate because I wanted to have more control over how it looks. It’s very similar but this time they are spawned in a sphere and start with a very low radial velocity. It means they try to clump up in the centre and then explode to all directions while orbiting