Your itch.io post of 18 August, [2D VFX] [PAID] Looking for Unity VFX Artist experienced with Shaders: /t/6808660/2d-vfx-paid-looking-for-unity-vfx-artist-experienced-w...
On the 11 weapons that need polish: the cheapest way through that list is not 11 separate effect passes. Muzzle flash, beam core, impact spark and trail are the same three or four material behaviours with different parameters. We would build one small set of shaders (an additive beam with scrolling noise, a radial flash with per instance colour and lifetime, an impact decal with a soft dissolve) plus one flipbook atlas, then drive every weapon from material instances on top of them. That turns "polish 11 weapons" into "author four materials and then tune 11 parameter sets", and it is also what keeps draw calls flat when six enemies and a rocket land in the same frame.
One question, because it changes the whole approach. Is the game on URP with the 2D Renderer and 2D lights, or on built in? If 2D lights are in, the glow on beams and muzzle flashes should come from emissive materials plus one bloom pass, and lights stay for gameplay readability only. If they are not, every glow has to be baked into the sprite and the atlas has to be authored differently. Getting that the wrong way round means doing the weapon pass twice, so I would rather ask than assume.
On competence: we are a co-development studio in Cyprus, and real time VFX with custom shaders is one of our standing lines. Three clips from our own title, all captured in engine:
Boss ability circle attack: https://drive.google.com/file/d/1WwR2dlMQ2xUGcuXuPXEN6-2Vi8WpEAng/view
Burning aegis impact: https://drive.google.com/file/d/1Dzc9-wsKrdYb5JTUksyfgPB5HfBsrWyJ/view
Fires and time of day: https://drive.google.com/file/d/12gOaCOSEAFnnlhUsEedT8yloaAwhETQH/view
Best regards,
Sergey