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In this video, we continue working on the Water Slash effect by adding a foam element using the sea foam texture created in the previous part. Foam (or whitecaps) naturally appears when water becomes rough and energetic, so this step helps the slash feel more alive, dynamic, and grounded in real behavior — even in a stylized form. Before recording, I spent some time experimenting with different approaches and shapes. I’ll briefly show the result of those experiments, but then we’ll start from scratch and build the foam element step by step inside the effect. Originally, I wanted to finish this series before the New Year, but the holidays had their own plans. I’m really happy to continue it now and finally move closer to the final version of this effect. In the next video, I’ll finish the Water Slash by working on the impact — and if inspiration strikes, I might also add some bubbles. 💬 Feel free to leave your thoughts or questions in the comments. ✨ This series documents a real-time VFX process in Unity, including experimentation, iteration, and creative decision-making. 💬 Feel free to ask questions or share your thoughts in the comments. ✨ Follow my journey 🔗 YouTube — / @marina_vfx 💼 LinkedIn — / marina-lanova 🎨 ArtStation — https://www.artstation.com/marina_vfx 🐦 X (Twitter) — https://x.com/MarinaVFX 🌐 Real-Time VFX Forum — https://realtimevfx.com/t/marina-vfx-... #VFX #Unity #StylizedVFX #GameDev #VisualEffects #RealTimeVFX #MarinaVFX #FXEssentials #WaterSlash