HLSL Explosions

Basic explosion with a dome mesh as a part of the energy wave

Massive explosions

Multiple explosions. View from the game Level Editor

Close view

The destruction layer was created and baked in Houdini

Shokwave is a texture atlas, which applies dynamic noise

For 2 years I worked on a beloved THQ Nordic IP project that was not released. For Project 5 I created both combat and environmental VFX in pure HLSL code in a proprietary engine.
I worked on HLSL explosions using mesh and particles. Each emitter was programmed in HLSL, including the shader part and emitter behavior. Here I mimic explosive destruction and dust. The destruction was created and baked in Houdini. Instead of using flipbook, the dust effect is a texture atlas with applied noise. This approach provides better optimization for quazi-fluid effects, which is especially valuable, when the scene requires multiple explosions at once.

Date
May 9, 2025