Damage and Shield Effects post processing materials (blendables) pack is available on the Marketplace](https://www.unrealengine.com/marketplace/damage-and-shield-effects)!
Post your questions here or mail them to email@example.com
The package contains post processing materials of two types – damage and shield effects. In sum there are 8 materials, 25 material instances, 23 textures and 3 demo blueprints.
Detailed description is on the website
Should be used to visualize taking damage situation in first person games. Shows pulsating effect on the screen edges. Two material instances are included.
This effect offers another visualization of the taking damage event. It consists of blood splats (controlled invididually for the each of the screen edges), gun flashes (also controlled per side), low health effects (pulsating fading and desaturation) and fatal damage frame. Demo blueprint BP_DamageEffectSidedDemo is included to show how this material works.
Effect of a broken screen glass. Textures for this effect were created using photos of real broken glass. Material instances are organized into sets. There are 3 sets, each containing 5 instances. Inside a set instances are organized from less damaged to more damaged glass.
The effect shows blood dripping effect on the screen. Could be used when receiving fatal damage in first person games. Material is based on the signed distance field atlas which contains frames of the animation. There are two instances of this material included.
This is complex material consisting of 9 sub effects: vertical wrap, zoom, pixelate, ushift, block shift, wave distortion, chromatic aberration, stripes, grain. Each of the components can be controlled individually. Also it is possible to disable a component using static parameter. In this case it will be excluded from the material instance. The package contains demo blueprint BP_GlitchDemo which shows all components in action by animating the parameters of the material instance from the blueprint.
- M_EnergyShield and M_EnergyShieldLayered
These two similar materials show texture based shield effects animating in time. Could be used to emphasize some power up or damage taken while armor is up.
Another type of shield material. This one is based solely on the noise node. Depending on the parameters visual appearance can be changed drastically.
You may also be interested in the previous ScreenFX pack: Distortions and Blurs](https://www.unrealengine.com/marketplace/distortions-and-blurs)