Ok getting closer, This time no alignment to camera, changed the lighting to be more dramatic, changed the sprite shaders as they were mixing the texture color as well as the attribute before, this is just ice color (from mixing vertical gradient, Fake SSS and Rendermaped color with the sprite texture only for the alpha contribution. Also made two sets of particle emmission and instance groups, by volume using more pyroclastic textures, by surface using more wispy textures. about 70K sprites. And finally, fading transparency by incidence so less sharp edges.
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