Some examples particle effects I did for several games, using different engines.
The tornado funnel is a simple mesh, and all the movement is handled by the shader. This way the mesh can be rigged and skinned to make the funnel twist and move.
A planet and sun shaders created in Amplify Shader Editor.
I wanted a fully customizable shader, capable of creating all sorts of planets, from M class planets (sorry, the nerd came out), moons and gas planets.
The gas planets use a flowmap to slightly add turbulence to the clouds.
For terran like characters, the clouds and masked using a noise texture and not a flowmap, to get a more realistic weather evolution and movement.
Volumetric Crystal Shader
Volumetric shader for crystals. It uses Parallax Occlusion to create the insides, also has a configurable IOR, SSS, and different texture possibilities for the internal structures.