VFX Graph & Particles

VFX Graph C# Parameter Sync LOD Optimization HDRP

Main Showcase: Mesh-based lightning effect with integrated electrical particle spawning.

Lightning Particle Interaction

A specialized VFX Graph system designed to interact with world geometry without the use of physics-based collisions. Instead, the lightning bolt spawns its electrical sparks and emission bursts directly on a custom animated mesh. This allows for precise control of the visual timing and impact point synchronization within the VFX Graph itself.


4-Layer Dynamic Fire System

This system uses Unity's VFX Graph to coordinate a complex 4-layered particle effect. The entire setup is managed by an optimization logic that allows for a "Low" quality mode (LOD), disabling non-essential layers like smoke and sparks for distant objects to maintain high performance in-game.

Technical Demo: 4 Particle Layers (Fire/Emission, Smoke, Sparks, and Heat Distortion) synchronized with a scene Point Light.

VFX Graph Logic & LODs

VFX Graph Node Structure

The graph handle the internal logic for particle density, color emission, and technical LOD scaling to prevent performance drops.

C# Coordination Script

C# Script for Parameter Sync

A dedicated coordinator script passing real-time parameters to both the VFX Graph and the scene's Point Light to maintain visual coherence during fire scaling.

System Features:

  • 4 Internal Layers: Fire/Emission, Smoke, Sparks, and Heat Distortion (Refraction).
  • Optimization (LOD): Custom "Low" mode to disable smoke/sparks, prioritizing performance.
  • Light Prefab Sync: Point light intensity linked to fire scale via parameter passing.