
I also think the shield’s aura is a bit too big, too. I’m not a fan of the texture and color you used for the ends of the projectile. I do like the cage, but I liked the flash/color variations you had before on the caps.

Also, I believe the range is bigger, and it can go through 2 units. It might be confused with, for example, Varus’ Q. The Q should avoid having an arrow-like shape for the projectile. Not too sure, but I think the glow lasts a bit too long. I think it might have something to do with the glow. The Basic Attack’s hit has a slight timing issue. I feel like I didn’t have these issues before in the previous version of Unity- or I didn’t notice them at least. I’ve worked around it using Z-offset on some things and moving the particle systems in front of the mesh. You can apply a SF material with the Mesh’s Render Queue set to -1000 or 0 and it’ll still render any objects behind it. You could set a trail to 5000 (max) and it’ll still render beneath the sphere.

Meshes use depth blend which negates the render order unless the particle system is in front. Meshes also don’t abide by render queue in terms of what’s in front. It’ll act as a cut-out or difference when two particles overlap. I notice that it’s subtractive with any type of particle, even within it’s own system. It’s unfortunate that I’m unable to control the panning speed via curves (in Unity and UE4).īelow is an image of an issue with sorting and cut-outs. Blending a fast movement over the slow one looked bad. I removed the caustics on Lucent Singularity since I couldn’t get the panning speed to feel right. The rest of those match the impact flare. There is a delay on the wind impact for Light Binding. I made the projectile sharper because it matches the trail and has a more sinister feeling (you don’t want to get caught by it).

Added distortion to Lucent Singularity and Final Spark. Added dual lights to Final spark w/ a return orb. Made as many suggested changes as I could, added brush strokes as “cast effect”.
