Bears Can't Drift! Game Dev Blog

OK, here’s the effect I wanted to show you earlier. I made this in your style using three different shaders and two different particle effects. It’s a bit more visually complex than the system you’re going for, but still works within the same style. It does have a bit of overdraw because of the transparency, but it takes a lot of measures to run efficiently and not waste so much CPU power. For one, it only uses a few meshes for the clouds. Everything else is using GPU sprites. The water effect shader is unlit while the clouds are opaque and the solid round mist particles are masked opaque. Hopefully this can help you think of something. If I wanted to take this particular system a step further, I’d model more than one cloud mesh and delay that emitter so I can have a variety of different cloud formations. I’d also make a more artistic style for the water particles instead of just a circle.

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