Easy to adapt to any weapon type and specific requirements starting with simple dirt splats, bullet holes, explosion breaches and laser guns on the surface of any mesh.
You are in control for points size, dirt mask, heat and edge glow, clip and vertex displacement.
The effect is scale independent and works on any surface. A convex or regular Mesh Collider is required to capture impact points, and also by providing local space coordinates directly into the shader.
The Amplify Shader Editor provides an unlimited customization options by reusing the Damage FX Function, which blends perfectly within the existing node framework.
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Thanks It’s a tricky one porting it to the WebGL, although I have managed to make a working build and fixed a bug thanks to you! I will also look into getting it as close as possible to the original before uploading the demo for you folks.
PS Check your PM I have sent you the key so you don’t have to wait! Enjoy it!
Thank you! I never intended to add a skinned mesh support to Damage FX or Force Field neither. This pack is good for cars, tanks, aircraft, panels, structures, etc., but not characters on skinned meshes. I also did a few tests before releasing it, though. Technically its possible to recalculate vertex positions affected by a bone weight, however there is an issue with the colliders which wont update during the animation, plus the whole thing gets very unstable. I didn’t want to over complicate, so thats why its holding me down from releasing the skinned mesh support to my both assets.