Stylised Fiery Explosive Hitspark Ver 2.0

The 2nd version of my stylised fiery explosion hitspark. A main point of improvement has been to change the visual hierarchy of the effect to make it look cluttered. So I changed up the fire ring effect making it less visually intense and moved its position to compliment the explosion rather than obscure it. A few timing and scale changes have been made too. Here is the link to the forum where i got my feedback: https://realtimevfx.com/t/stylised-explosive-and-fiery-hit-spark-looking-for-feedback/11286/4
Awesome community BTW :)

In this version of the effect, I remade the fire ring and moved it to the back of the particle system to compliment the explosion rather than obscure it. The effect also fades away more smoothly now.

New version of the fire ring effect. Made with a new texture and simplified for a cleaner look.

New version of the fire ring effect. Made with a new texture and simplified for a cleaner look.

New version of smokey noise used for the new fire ring. The shapes are more isolated and don't stretch from top to bottom anymore.

New version of smokey noise used for the new fire ring. The shapes are more isolated and don't stretch from top to bottom anymore.

Old version of smokey noise for comparison.

Old version of smokey noise for comparison.

Customised voronoi noise used to generate explosion shader. Green parts were used to add an outer shade to the explosion.

Customised voronoi noise used to generate explosion shader. Green parts were used to add an outer shade to the explosion.

Explosion Shader, with outer shading to look like light is bursting from the centre. Panning is applied in the particle system.

Explosion Shader, with outer shading to look like light is bursting from the centre. Panning is applied in the particle system.

The explosion shader linearly interpolates between 2 sets of colour to resemble how the embers of a stylised explosion would compress, leaving behind dark smoke.

The explosion shader linearly interpolates between 2 sets of colour to resemble how the embers of a stylised explosion would compress, leaving behind dark smoke.

The individual spheres of the explosion can be shrunk over time, giving a nice dissipation effect.

The individual spheres of the explosion can be shrunk over time, giving a nice dissipation effect.

2nd instance of the explosion shader, applied to a plane mesh with the top and bottom of the shape masked out to create an explosion pillar as seen in some cartoons and anime.

2nd instance of the explosion shader, applied to a plane mesh with the top and bottom of the shape masked out to create an explosion pillar as seen in some cartoons and anime.

3rd instance of explosion shader, with a lowered alpha mask to make it look like bits of the explosion are being shot outward.

3rd instance of explosion shader, with a lowered alpha mask to make it look like bits of the explosion are being shot outward.

Cross shaped fire pillar shader, made using a default grunge map from Substance Designer and a plus symbol.

Cross shaped fire pillar shader, made using a default grunge map from Substance Designer and a plus symbol.