A Sci-Fi tank with a shield that I built for a senior project. An interesting piece of feedback I had was to make the shield drag as the tank moved. I have a blog post explaining how the shield drags on the ground using world position offset.
The full tank and all particle effects.
The full shield material. Opacity is controlled through a single node.
When the tank fires, dust will shed from the tank. I tried using a random texture for each particle to give some randomness but it didn't work out. A double depth fade is used so the dust is only visible when near the tank.
As with the dust shedding from the tank. I tried to use a similar approach for the dust from explosion. This time as the particles fade out, they will "shrink" by using a depth fade by getting shorter.