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Tried a mesh decal alternative for rendering damage effects. * Does't require writing data to RTs or doing per pixel checks for each hit location. * Can be rendered as overlay mesh or written into DBuffer for material blending :) #UE5 #Niagara
48,132 Aufrufe • vor 1 Jahr •via X (Twitter)
12 Kommentare

Skinning the extra vertices a second time, no?

Niagara can read from skin cache, so no skinning required :)

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Tutorial on this ?

Ooh, any resources or tips on your approach?

It's based on my NiagaraProceeduralMesh plugin. You can loop over triangles in mesh and add to procedural mesh if it passes distance/overlap check with decal positions. You can also write additional data in vertex color and texcoords to sample texture/opacity mask.

🤘🤘🤘

Looks good! What about performance, how does it work with many characters?

Each character would probably require a unique Niagara system. Not collected any stats on the setup, but maybe it would be quicker for a lot of localized hit locations (not covering a large area as that would increase procedural mesh gen cost)

Is there a way to sample the underlying material? Such as using the height data to help "fill" in the damage.

Looks cool! But for most projectiles it's using raytraces, why not get the hit location, surface normal and then spawn a deferred decal at that location parented to a bone socket? I'm trying it in my game but maybe it's really unoptimized 😄

Not sure if decals would perform too bad (increased draw call + CPU cost for updating decals). But I think deferred decal could look 'floaty' since the collision trace is done against physics collider (not actual surface) + wont follow mesh deformation?
