This session aims to implement a particle system using VFX Graphs in your scene.
Figure 1: The Genesis Effect
Particle systems are a type of animation created by using combinations of textures (a particle is any individual texture the particle system generates) that, when viewed together, form a more complex, nebulous simulation. They first came into being in the 1982 film Star Trek II: The Wrath of Khan, which used a particle system for the Genesis effect, whereby a torpedo-shaped device initiated a process of rapid terraforming that turned previously uninhabitable planets into habitable worlds ready for colonisation. Star Trek sets the scene for what has come afterwards; nowadays, particle systems are often deployed to create similar "fuzzy" effects, such as liquids, fire, fireworks, smoke, and clouds.
You can create particle systems in Unity in several ways; VFX graphs are the most intuitive because they allow you to author VFX using easily customisable node-based visual logic, similar to Shader Graphs.
Create a particle system that makes sense for your scene - perhaps a smoking fire or boiling water.