
Sequence
Here is the whole lootbox sequence from start to finish.
I wanted to focus on the animations, shaders and particles, so most of the assets are just random images found online that I’ve modified to fit the style better.
There are three tiers of gems with varying rarity (though only two are visible here) and this also affects the particles as they slam into the ground.

Transition Shader
Here’s me triggering the reload transition a couple of times in a row.
When the sequence is reloaded, a grabpass is taken of the whole screen and everything in the scene is reset to its initial state. Using a meteor-texture with a baked-in gradient, I check whether each pixel on the screen should be inside or outside a falling meteor; if inside, the gradient and a random color is applied; if outside, the grabpass is applied.

