@delaigrodela Since you already did the work, you could bake your other lighting Niagara effect into a gray-scale texture to use here instead of the noise
Very similar to the PKE Meter system, I developed a shader-based UI for the Proton Wand with some cool additions! Also built a Merge Tool to automate mesh permutations and save artists time!
https://t.co/Wol37Zqmrx
#gamedev#UE4#UI#tooldev
Excited to share the shader-based procedural UI I created for the PKE Meter in Ghostbusters: Rise of the Ghost Lord! To replaced Unreal’s widget system with a dynamic, performance-friendly shader solution.
https://t.co/hHKnv1i66l
#gamedev#UE4#shader#UI#performance
Here's something from the Fracked Quest port. Most of my work focused on optimization and performance, but I got the chance to make this cool damage numbers effect.
https://t.co/da04W4LFGl
@WillFaucherVFX That's the way to do it. Your project size will be bigger but you'll retain the ability to increase decrease texture later. Don't know in Unity, in Unreal you have texture groups, you can assign them to a bunch of textures (ex. Characters) and then from config file rescale them
Before the critically acclaimed Synapse and frenetic chaos of FRENZIES there was Fracked: our ground-breaking run-and-cover action shooter.
Buy the classic adventure on Quest this Thursday 🧪
The resident of the 12th floor has somehow found his way to San Francisco! But why? We don't know 👻
Team up with Dr. Ray Stantz, investigate the haunted house, and stop Slimer before he causes mayhem!
Slimer Hunt is free for all players, and out now 🥳
Calling all @Ghostbusters to gear up in Meta Quest and save the city! Team up with friends or run your very own Ghostbusters HQ to fight paranormal activity in VR and mixed reality. Get ready to track, blast, and trap ghosts like never before!
It's launch day for @Ghostbusters Rise of the Ghost Lord! 👻
We called @PlayStationUK access to found out exactly what its like to become a Ghostbuster in VR 👀😂
Watch the video 👉https://t.co/IR2iucCWuq