Raph ☄️🌊 Profile picture
23 🇫🇷 - VFX Artist ENJMIN - prev Ubisoft Paris & Ibatic 🌟

Feb 7, 2022, 7 tweets

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Here is a small breakdown of the impact frame effect I used in my previous tweet (The effect is inspired by @__grit 's hand drawn impact effect). It's post process based.

#VFX #RealtimeVFX #shader #madewithunity #gamedev

The first step of the effect is to get the scene outlines. I used some color/normal/depth edge detection algorithm from @alexanderameye alexanderameye.github.io/notes/edge-det… and made some BIG outlines.

The second step is to blur the outlines to get rid of the hard edges. So radial blur + simple blur. (Radial blur example from @HarryAlisavakis : halisavakis.com/my-take-on-sha… )

Then we multiply the blured edges with some noise, you could also use some textures if you want to customize the look of the lines. (I used polar coordinates to align them toward the center). And step to have hard edges back.

The line information is stored in the alpha channel of a temp render texture, so we can blend between the scene color and the impact background using this value.

Bonus : you can reconstruct world space from depth and create a shpere mask that scales up to add a blast.

And that's all ! I hope you like the effect and if something is not clear enough I will happily answer your questions. :D

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