I’ll try to avoid boring details in the breakdown, but I’ll highlight more interesting stuff
The countdown:
![image](https://realtimevfx.com/uploads/default/original/3X/0/5/05a09e8c965e2a1ed865aefb7d3a6a0b35e55be5.png)
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:
![ezgif.com-video-to-gif(5)](https://realtimevfx.com/uploads/default/original/3X/d/e/de957b65df949be876e01bcbba0a9fee1dcee937.gif)
And this is when all 4 are played on top of each other:
![ezgif.com-video-to-gif(4)](https://realtimevfx.com/uploads/default/original/3X/8/6/860b785d4811fe65edf9ac2cc160e6add3725f52.gif)
It’s a very simple red burn colour and alpha cutout (controlled by particle alpha)
![image](https://realtimevfx.com/uploads/default/original/3X/d/b/db501d818bdd54e4fd28a23ff130e0534eace8f6.png)
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.
![ezgif.com-video-to-gif(6)](https://realtimevfx.com/uploads/default/original/3X/a/4/a4f64c8724764fc3179fc7a5b701970366b51f83.gif)
The triangles:
They are just simple billboards with one texture:
![image](https://realtimevfx.com/uploads/default/original/3X/1/f/1f9e04de413805e15a09796d8f4aa7fc7848653d.jpeg)
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
Charge lines:
![ezgif.com-video-to-gif(7)](https://realtimevfx.com/uploads/default/original/3X/d/2/d2605b87a90b54119d847a9097e236031bfa856c.gif)
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
![image](https://realtimevfx.com/uploads/default/original/3X/5/2/52a5f24ca4af24798d35d2c28127c79b8f517741.png)
Circle frame:
![image](https://realtimevfx.com/uploads/default/original/3X/5/5/55cfc77f57217450cfe571eda414be5337bde6ac.jpeg)
It’s a simple material that uses polar coordinates and one texture (pretty sure it’s from VFExtra pack from @Niels)
![image](https://realtimevfx.com/uploads/default/original/3X/d/7/d7aec28a14198cdc4d1094c05c8414c978d7ffe3.png)
![image](https://realtimevfx.com/uploads/default/original/3X/a/9/a98925f487d2e2676cda4d45039af841e7b20dd0.png)
The bits:
I tend to call small singular particles bits in my effects so here they are:
![image](https://realtimevfx.com/uploads/default/original/3X/8/7/871b9e3b42188e82cd4e29fb3cc033b1555f2d31.png)
![image](https://realtimevfx.com/uploads/default/original/3X/c/e/cecda98b985be8a36dc129ff09882a01c76027e4.png)
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
![image](https://realtimevfx.com/uploads/default/original/3X/9/d/9d04e6f1264fe34399ff0d69762b61e7dc26a17e.jpeg)
![image](https://realtimevfx.com/uploads/default/original/3X/8/9/89c2aac464f803c21a8ceec5d5a63e069fcce906.png)
![image](https://realtimevfx.com/uploads/default/original/3X/1/e/1e0f602b21b6639a592b4e9972e0a2b49ab12cc9.jpeg)