We learned that visual effects have heavy technical implications through two major sources in Unity: shaders and particles. Taking our time through shaders, we built an example of a material on a 3D object to get the concept down so when we have multiple different scenarios, we can follow how the shader was created. This was done through Shader Graph. After that, we dove into the concept of particles. Shuriken was shown to get a simple understanding of CPU particles and will be used in later chapters to explain the finishing touches. GPU particles are created through VFX Graph; we went over the interface and some vocabulary of VFX Graph so when we use it later, there is an understanding to work off.
Visual effects are a very large topic to master. Mastering these tools takes a long time. Take your time when working through this and fail fast. This will guide you through understanding visual effects.
The next chapter covers the implementation of sound in the game....