Damage FX

Version 1.2

This guide is aimed to quickly provide you with the essential knowledge of the Damage FX Asset. It is assumed that you are already familiar with the Unity Engine, C#, and have a basic knowledge in shaders.

Thanks to the Amplify Shader Editor from Amplify Creations, it was possible to build the Damage FX Framework without writing a single line of shader code, except one code expression node, and still, using the shader editor!

It turns very handy since you can drop the Damage FX Function node onto your canvas, and start using it out of the box. The function itself can also be easily customized giving you total control over the Damage FX.

What if you don’t have the Amplify Editor? Don’t worry! The Damage FX comes with the PBR Metal, Specular and also Battleships shader samples, so you’re pretty much covered.

You will find the shader samples under the FORGE3D/DamageFX path in the material inspector.

Before you can start with the example scenes it is advised to perform fine tuning of the editor according to the suggested checklist:

  • Enable Linear Color mode and set Rendering Path to Deferred

Enabling linear rendering in Unity is simple: It is implemented on a per-project basis and is exposed in the Player Settings which can be located at Edit -> Project Settings -> Player -> Other Settings

Read more: Linear Pipeline in Unity Manual

  • Enable HDR on your camera

HDR is enabled separately for each camera using a setting on the Camera component. More convincing visual effects can be achieved if the rendering is adapted to let the ranges of pixel values more accurately reflect the light levels that would be present in a real scene.

Read more: High Dynamic Range Rendering

Example Scenes

You will find them under the Assets/FORGE3D/DamageFX path in your project folder.

Both examples will provide you with the on screen help and values which will be updated by the Damage FX Script Component to the Damage FX Shader on the next impact that you trigger.

Text Plate scene

01_DamageFX_Plate.unity

The text and background tech plate meshes have the underlying geometry layer which demonstrates the most of the effect. Shooting at the text will reveal rust as its outer mesh becomes hidden on the damage application.

Example Meshes scene

02_DamageFX_ExampleMeshes.unity

There are three new mesh samples in the scene. Some of them contain multiple parts and various implementations.