This is a look at the Shader Complexity. This Particle was made it be played in Virtual Reality, and although it is mostly comprised of Translucency I optimized everything to never significantly impact performance in the slightest! 
This Group is responsible for the Spherical Rock formation around a charging light source that acts as the fuel source of the explosion. 
This time the flares scale up and then down and burst with an infinitely growing swirl and fill light. This forms the foundation for the spiral effect I am going for and for all the other emitters going forward. I did have to manually animate the initialize particle for each for the recording of the Siggraph experience!
This group of emitters acts as the secondary burst just before the swirling of the cosmos. I thought adding a stylized explosion to the sphere would give it a much more dynamic explosion! 
This Emitter was more optional and created out of a need to obscure the field of view of the user to sneakily spawn in Cell Fractured pieces into the level unnoticed! 

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