Wind Whack - Unity VFX Practice

Main Render; Video

Alternate Render; GIF

Alternate Render; GIF

A re-make of the Smoothstep/Dissolve Material Function I had in Unreal, but for Unity! I was pleased to find that it was a literal 1-to-1 recreation, and it works just as well here!

A re-make of the Smoothstep/Dissolve Material Function I had in Unreal, but for Unity! I was pleased to find that it was a literal 1-to-1 recreation, and it works just as well here!

Another remake of an Unreal function I have, this time being a panner setup that creates an effect of a material constantly dissolving and getting eaten away. This proved quite nice to use to emulate the "push" of a bunch of wind waves.

Another remake of an Unreal function I have, this time being a panner setup that creates an effect of a material constantly dissolving and getting eaten away. This proved quite nice to use to emulate the "push" of a bunch of wind waves.

Making the bigger Wind Sprites was done via subtance designer, using a tile sampler that creates orbs to "eat into" the mask to create an interesting shape. Then, you just bevel!

Making the bigger Wind Sprites was done via subtance designer, using a tile sampler that creates orbs to "eat into" the mask to create an interesting shape. Then, you just bevel!

Reference Video I was using. I recorded it myself! I was mainly looking at the impact as opposed to the orb the character turns into when executing the plunging ATK.

Wind Whack - Unity VFX Practice

This piece was a quick one! Only took me a single day to finish, to be precise. Since essentially all of the VFX work I do is done in Unreal Engine, I wanted to practice doing some work in Unity aswell, so I decided to attempt to re-create something simple that has a lot of "core components" of VFX, as well as to re-implement some of my pipeline assets I made in Unreal for Unity instead.

In summary I... don't know if I like Unity very much? While the process of making things in VFX Graph (which is what I chose to use) was overall very similar to Unreal, it felt like Unity just had a lot more disconnected and vestigial elements, and a lot of things were specifically for [1] thing and nothing else, rather than Unreal where it feels like things are generally more interconnected overall. However, this was very good practice! And if nothing else, I'm happy I managed to get done with a Unity-centric project in such a short time as well, even if the final result is extremely basic and simple. Feels a little weird to have it on my portfolio? But good to showcase that I can do Unity, I suppose.

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