Lately I have been working on mesh based particle systems for Unity. Meaning that everything you see is just a mesh (or rigged mesh!) and a special shader! Which makes them really performant and versatile, as long as you don't mind programming the particle effects visuals from a shader
Stylized Mesh Based Foliage Applied to Utah Teapot
Mesh Based Sparkles Deforming with Rigged Mesh
Sparkles Responding to Lighting
Mesh based Fire VFX Applied to Utah Teapot