Documentation
Blood Pack Documentation Guide
Materials
Master Materials

M_LiquidBase Master material for particle-based effects

M_LiquidDecal_Dynamic Deferred decal but with dissolving animation functionality.

M_LiquidDecalBase Basic deferred decal-based material
Texture Samplers

The material requires 3 main maps in order to mimic a liquid-like shine
Alpha Mask Map - This is the primary source of the color modifiers, dissolve, and opacity.
Normal Map and ReflectionTexture - By sampling these two textures you mimic a fake specular behavior.
Modifiers

NormalStrength - Normal map intensity control Power - Alpha Mask exponent control used for lerping two colors Softness - Edge Softness
SpecularPower - Fake specular exponent control SpecularValue - Fake specular intensity multiplier



Niagara Effects
Stab

The Particle Effect should be towards the direction of the stab.
Slash


Bullet Hit


Splash/Burst


Splatters
Particle Decal Renderer (NEW)
- Can disable projection to Meshes using ReceiveDecals boolean. - Uses Deferred Decal rendering. Supports PBR.
- Reacts to lighting condition (LIT)


Shader Based Projection (Legacy)
- ReceiveDecals boolean wont work. - Uses Translucent Rendering (Non PBR). - A cheaper alternative if you don’t mind lighting conditions
- UNLIT



- Automatically rotate based on the normal of the collision. - Exposed Param that you can modify to create desired splatter behavior. LifetimeMultiplier ScaleMultiplier SpawnCount VelocityMultiplier
Artery/Dripping

Shader Controls

Build up animation for the puddles via Dissolve Function


Demos
Use Case - Blood Linger and Accumulation



Combine it with a decal component for an accumulation effect.


Use a curve to modify the timing in order to match blood-dripping behavior. Then use the value to drive the Dissolve parameter


Affect by DOF and Light FIX
Changing the shading to LIT





Light Intensity: 25 Lux

Light Intensity: 1 Lux

Light Intensity: 0 Lux
DOF

On the left side details panel. Find TranslucencyPass and Change to eforeDOF.


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