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
A cheaper alternative if you donβt 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
Dissolve Param (0-1)
Demos
Use Case - Blood Linger and Accumulation
Attach NS_Dripping_Dynamic to desired bone/socket location.
The emitter has a collision event that spawns splashes and splatters.
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.
You can check more demos by going to this map. Showroom_Demo
While on this map, just simply play the Level Sequence.
Affect by DOF
Go to LiquidBase
Still inside the LiquidBase (Master Material)
On the left side details panel. Find TranslucencyPass and Change to Before DOF.
Decal material instances derived from master materials such as M_LiquidDecalBase and M_LiquidDecal_Puddle have control to lessen the decal projections artifacts.
ArtifactFade_Opacity = 1.0
ArtifactFade_Opacity = 0.0
5.5 New DBuffer Implementation
Go to Mannequin master material
Check Decal Response (DBuffer) to make sure it is Color, Normal, Roughness.