Damage FX - Dynamic destruction PBR Shaders | Amplify Editor support | WebGL Demo

Bring dynamic damage and destruction to your enemies with Damage FX PBR Shaders!

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New Damage FX WebGL 2.0 Demo is up!
Tested with Mozilla Firefox and Google Chrome

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.

This package can be customized with the Amplify Shader Editor

The Amplify Shader Editor provides an unlimited customization options by reusing the Damage FX Function, which blends perfectly within the existing node framework.

SCREENSHOTS

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1 Like

Hi.

Looks awesome job.
Could you provide a WebGL demo?
It would be awesome to try it out.

Thanks.

Thanks :slight_smile: 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!

Damage FX WebGL 2.0 Demo
Tested with Mozilla Firefox and Google Chrome.

2 Likes

This is an awesome support.
Keep up the good work!

1 Like

Looks very cool! What about skinned meshes, though?

Thank you! :slight_smile: 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.

Aw, too bad. That’s understandable, though.

This must be specified in the asset description, because the presence of the robot suggests the opposite: robots are usually animated. :face_with_spiral_eyes:

That said, bookmarked. :sunglasses:

1 Like

Its true, though a different animation principle applies, where a non-skinned mesh would work just fine in a case of a robot.

Yes:wink:

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Hello,
What are the steps to implement this shader in Webgl?