【Optimized + Bug Fix】Break Grass Transition.
Optimized the previous WIP version. Fixed a bug where the screen was being stretched vertically. Still uses Custom nodes, so there's a limit to how much it can be optimized, but it should be lighter than before.
Might be useful to someone.
copy & paste here : https://t.co/ARnz1wWLMD
Used texture: https://t.co/UQfjjW2WTo
#UE5
以前WIPで投稿したGlass Shattering Transitionを最適化。画面が縦に引き伸ばされていたバグも修正。 Customノードも使っているので最適化には限界がありますが、以前よりは軽くなったはず。完ぺきではないが
誰かの役に立つかもしれないので共有。
ノードとテクスチャへのリンクは上から。
Anime-style impact, made in IlluGen.
Same idea as yesterday's aura — just changed a few parameters and added an inner part to give it a sharp burst feel.
Here are the nodes.
#VFX#realtimeVFX#IlluGen
Neat realtime VFX trick by @Tuatara_Games : combine depth masking with bump offset to project sprites onto geometry while preserving scene depth.
Great for fake lighting, UI indicators, hit impacts, and damage overlays—simple idea, tons of mileage. #realtimeVFX#UnrealEngine
Bonus tutorial after Frost Nova: decal material polish + attribute-driven layered material workflow. Clean, scalable layering for real-time VFX. #UnrealEngine#TechArt#Shaders
I noticed many beginners struggle with 2D FX because they focus too much on coloring instead of Silhouette. Here is my quick workflow breakdown for 4 elements.
Watch this full video on my YouTube channel:
https://t.co/bkxfFkO2Kx
#2DFX#AnimationTutorial#HandDrawnFX
By tradition, a little humor and knowledge from me on the topic of materials in Unreal Engine. DitherTemporalAA. I love this node, its name is a joke, dig deeper temporarily to the level of AAA games, but without one A #gamedev#UnrealEngine#UE5