
Creation of shaders in Unity has been one of the most fun and productive experiences I had with the engine. I do not posses an insane knowledge over mathematics comparably to other people in this field but that does not impede my creative process and love for VFX.
I find VFX to be one of the most important aspect of games, as without juice and visual stimulation, games stop being interesting to interact. It is the kind of art you don't appreciate until you see the difference.
I find VFX to be one of the most important aspect of games, as without juice and visual stimulation, games stop being interesting to interact. It is the kind of art you don't appreciate until you see the difference.

Shaders are a versatile tool to create interesting interactions with visuals, between the player and the world. Here is a simple example of what you can do with Unity's Shader Graph (22.3.10f) which turns the position of an object into a variable that allows to display visually the distance between the start and end!

This was one of the simplest uses of Shaders during my studies of Generative Art and how code & math can make very responsive visuals for games.
Same goes for the particle systems.
Below is an example from my game PhysiX in which I use particle systems to indicate additional motion, response and help player with directions.
Below is an example from my game PhysiX in which I use particle systems to indicate additional motion, response and help player with directions.

If you wish to see more of what I have done already with Unity's shaders and particle systems, I invite you to look though my game pages!