HLSL shader used for a ground destruction crack in a proprietary engine and in Unreal. Movement from center to edges with noise applied
Same color interpolation function used for runic circle in proprietary engine and Uneal
Combination of two shaders applied in for the rune: sci-fi pattern coming from the center and circular animation of the rune
Same approach used for crosshair HLSL animation
For 2 years I worked on the custom engine VFX for the unpublished game Project 5. VFX materials were created as HLSL shaders and applied directly to emitters in the particle system.
With Unreal Engine I want to recreate a color interpolation movement from the center to the edges that I created in a proprietary engine. This was the most common animation for runic magic and ground destruction impacts. It is a very flexible noise and can be used in many other effects that use this type of directional movement.
In this example I used an abstract generated rune. The crack texture was created in Substance Designer.