UE5 Character Status VFX Material(Include Pencil Shader)

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Published on ● Video Link: https://www.youtube.com/watch?v=8zTt-fN4dX4



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Unreal (1998)
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Fire_Burn_Flame : Vfx_GpuAttachFire has very tiny AirDistortion feature and has a parameter called "AirDistortKill" can disable it for saving efficacy purpose~
Slime_Oil_Jelly : Vfx_GpuAttachSlowSlime" has volumetric feature which may be too expensive for Ur project.Pls Use it precautiously!! Try toTint blackish color to oil
Speed_LiquidMetal_Meteor : In order to let VFX appear on specific area. U need set " region " on Ur skeletal mesh .Pls take a look from 5:00
Lava_Magma_Combust : Vfx_GpuAttachCombust"has volumetric feature which may be too expensive for Ur project.Pls Use it precautiously!! also can be used on static mesh(plane)
Furious_Rage_Berserk : There is a parameter called "AddMode".Try to toggle it and see different style between two. a parameter called "CheapMode" can optimize performance.
Electric_Charge_Lightning : Prolonged staring may cause eye fatigue.
Plague_Virus_Corrupt : VFX will automaticlly disappear when Owner is moving!! Tint Color to Green As Poison Effect
Ice_Freeze_Frost : Nothing to say...
Rainbow_Fancy_Magical : Setting Region on Ur skeletal mesh can let vfx appear on specific area.Pls take a look from 5:00. There is a parameter called"UseDiffuseAsSource" in VFX Material to Provide another color animation method.
DisIntegrate_Dissolve : Here is a Blurprint called "Bp_Vfx_DissolveActivator".The Effect only appear on This Blurprint(Bp_Vfx_DissolveActivator) interact with VFX materal called "MI_Vfx_Dissolve_Body_01"(M_Vfx_Dissolve_Body) 4:00
Invisible_Cloak_Stealth : There is a parameter called "UseVertical" which provide another choise.
Jade_Glaze : unlit material
Crystal : Also look like ice...
Pencil_Charcoal_Ink : tint color to white can use it as chalk.
Quartz_Petrify_Stony_Clay : Suit for sphere shape object. such as orb .ball...etc
Petrify_Stony_Clay : Tint Color to yellow , as Clay material.
SelfDissolve : Push Parameter:"_VfxMix" to implement overall effect.

How Implement?? I recommand that reference the Target VFX material(Parent material/Shader) into Your Charater Blueprint.Then Create Dynamic Material instance from The Target VFX material at run time(Via Bp or C++).Then extract base texture from Your Original Material.Then put them into Your Dynamic Material instance.Ten set it to character. Do some animation of transition(via parameter called:"_Vfxmix"push it from 0 to 1 ).Since The status of character is finished. Reverse the process dipicted above... Any better solution!! pls leave it in th comment~ThaQ

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