Nostalgic Blood System
Description
The system is designed around complete effect groups rather than raw particle counts. A single public call chooses the correct pipeline assets, selects a material variant, creates an exact number of effect groups, animates the shader flipbook, emits main blood cards, adds mist and trails when appropriate, and places decals from real particle collisions.
Primary design goals
One component can ship with both URP and HDRP content already assigned.
Emission Count controls complete visible sprays, not hidden internal particles.
Strength changes size and speed without secretly increasing group count.
Each group receives its own shader flipbook start frame and start time.
Unity Texture Sheet Animation remains disabled to avoid double atlas cropping.
Particle collision events place decals where particles actually strike. Runtime-created particle objects are detached from the original spawn object, so moving the source does not drag living particles with it.
(Important) The custom Inspector is a testing interface. It does not create the effect logic. Mist, trails, group construction, material selection, collision handling, and pooling all belong to NostalgicBloodSystem.cs