The first VFX batch of Light Trail Rush.
All VFX are done in unity 2019.3 using the new VFX Graph interface.
It was decided to not use shuriken to test the limits of the new system and give a more extreme look with lots of GPU particles.
To make particles spawn and target the ships, even with customized parts, we use a generated Pcache file as a reference, wich make some effects difficult to show in a separate scene since the Pcache is generated at the start of a match for each ship.
The Dash VFX is composed of 3 effects, one to supercharge the engines, one to boost to the target and the one playing on impact. There is also a marker appearing on the targeted ship.
The hack is created by a chaser to invert the tracer's controls, it had to be quick to launch to not distract the chaser but had to be mean looking to the target.
The road reverse is another hack that stop everyone on the trail and put everything in reverse. I took the chance to use Pcache and Signed Distance Field in the same VFX.
The bump is a powerfull shockwave with a lot of range. It was necessary to go for an extreme
The EMP disable completely the targeted ship. Since it uses electricty this is the only attack VFX with a blue colorscheme.
An Early version of the Dash attack where I tried to play with the mesh output to go with an armored look.
The Autopilot is a utility bonus which keep the player in the center of the road at full speed.
There is two way to gain boost, by using a bonus on the trail or by finding ressources as a tracer.
My demoreel where you can see every VFX created for LTR