I will create realtime unity vfx, shaders and particle system for your game


About this gig
UNITY VFX THAT MAKES YOUR GAME LOOK AND FEEL PREMIUM
Every great game moment a spell landing, an explosion, a pickup glowing
lives or dies on its VFX. That's what I focus on: effects that feel
satisfying to play, not just nice to look at.
MY PROCESS:
I start by understanding your game's art direction and target platform,
then build effects using Shader Graph, VFX Graph, or the classic Particle
System whichever fits your project's render pipeline (URP, HDRP, or
Built in) and performance budget.
EFFECTS I BUILD:
- Combat impacts, hit sparks, explosions
- Magic and ability effects (stylized or realistic)
- Environmental effects fire, smoke, weather, water
- UI feedback effects (level ups, collectibles, transitions)
- Cinematic effects for trailers and cutscenes
TOOLS & ENGINE
Unity (URP/HDRP/Built-in), Shader Graph, VFX Graph, custom HLSL shaders
matched to whichever version and pipeline your project runs on.
BEFORE YOU ORDER
Send me a short reference (a video, image, or even a rough description of
the vibe you're going for) plus your target platform. It helps me quote
accurately and get started right away.
Let's make your game's effects the part players remember.
Get to know Oscar
Unity VFX Shader Developer Particle Systems Shader Graph HLSL
- FromSaudi Arabia
- Member sinceJul 2026
- Avg. response time1 hour
Languages
English
FAQ
Will the VFX work with my project's render pipeline?
Yes. Before I start, just let me know if your project uses URP, HDRP, or the Built-in Render Pipeline . I'll build the shaders and effects specifically for that setup so there's no compatibility issues when you import them. If you're not sure which one you're using, send a screenshot of your Project
Can the effects run smoothly on mobile, or are they only for PC/console?
Both , just tell me your target platform before I start. For mobile, I keep particle counts, overdraw, and shader complexity within a budget that keeps frame rate stable on mid range devices. For PC/console, I can push more detail and layered effects since the hardware allows it.

