Features:

  •  Full body damage system for characters, while playing animations or in ragdoll mode
  •  Uses a texture mask, so it’s easy to implement your own blood shaders
  •  All blueprint, no C++ required

Number of Blueprints: 1

Input: Gamepad, Keyboard, Mouse

Network Replicated: No

There are assets created by Epic: Yes

Supported Development Platforms: Windows, Linux

Documentation: https://docs.google.com/document/d/1TM0w9nkT-RDTlqHT99oKisSjsWpBNHHFLqGaqkLITpg

Important/Additional Notes:

  • It uses a “SceneCapture2D” for rendering the hit location and an additional “Render Material to RenderTarget” for dilating the blood mask for removing possible UV seams. It only renders when you request a new hit in the mesh, the character shader doesn’t have any additional performance cost other than just having an extra texture in your material.
  • It requires your mesh to have a second UV (lightmap UV) that have a full body UV with no overlaping UVs for the blood mask to work. (you need to be able to edit your mesh UVs in a DCC software like Blender or Maya)

特征:

  •  角色的全身伤害系统,在播放动画或在布娃娃模式
  •  使用纹理蒙版,因此很容易实现自己的血液着色器
  •  所有蓝图,不需要C++

蓝图数目: 1

输入: 游戏手柄,键盘,鼠标

网络复制: 非也。

有Epic创建的资产:是的

支持的开发平台: Windows、Linux

文件: https://docs.google.com/document/d/1TM0w9nkT-RDTlqHT99oKisSjsWpBNHHFLqGaqkLITpg

重要/附加注意事项:

  • 它使用一个”SceneCapture2D”来渲染命中位置,并使用一个额外的”Render Material to RenderTarget”来扩张血遮罩,以消除可能的UV接缝。 它只在网格中请求新的命中时渲染,角色着色器除了在材质中具有额外的纹理之外没有任何额外的性能成本。
  • 它要求你的网格有第二个UV(光照贴图UV),它有一个完整的身体UV,没有复盖Uv的血液面具工作。 (您需要能够在Blender或Maya等DCC软件中编辑您的网格Uv)










This system uses a blood mask (texture) used to create blood effects in your characters, you can shoot/hit them in animation or in ragdoll mode. No c++ required, it uses a SceneCapture2D to render the blood mask texture only when a new hit is requested, it have no extra performance cost and no additional draw calls when not adding new hits.

Features:

  •  Full body damage system for characters, while playing animations or in ragdoll mode

  •  Uses a texture mask, so it’s easy to implement your own blood shaders

  •  All blueprint, no C++ required

Videos:

Main Video

Tutorial Video (blood mask method)

Download Demo:

CWS_v1.2.0_demo.zip

Documentation: https://docs.google.com/document/d/1TM0w9nkT-RDTlqHT99oKisSjsWpBNHHFLqGaqkLITpg

Support: Discord

Important/Additional Notes:

  • It uses a “SceneCapture2D” for rendering the hit location and an additional “Render Material to RenderTarget” for dilating the blood mask for removing possible UV seams. It only renders when you request a new hit in the mesh, the character shader doesn’t have any additional performance cost other than just having an extra texture in your material.

  • It requires your mesh to have a second UV (lightmap UV) that have a full body UV with no overlaping UVs for the blood mask to work. (you need to be able to edit your mesh UVs in a DCC software like Blender or Maya)

该系统使用用于在角色中创建血液效果的血液面具(纹理),您可以在动画或布娃娃模式中拍摄/击中它们。 不需要c++,它使用SceneCapture2D仅在请求新命中时渲染血色蒙版纹理,在不添加新命中时,它没有额外的性能成本,也没有额外的绘制调用。

特征:

  •  角色的全身伤害系统,在播放动画或在布娃娃模式

  •  使用纹理蒙版,因此很容易实现自己的血液着色器

  •  所有蓝图,不需要C++

短片:

主要影片

教程视频(血膜法)

下载示范:

CWS_v1.2.0_demo。拉链

文件: https://docs.google.com/document/d/1TM0w9nkT-RDTlqHT99oKisSjsWpBNHHFLqGaqkLITpg

支援服务: 不和谐

重要/附加注意事项:

  • 它使用一个”SceneCapture2D”来渲染命中位置,并使用一个额外的”Render Material to RenderTarget”来扩张血遮罩,以消除可能的UV接缝。 它只在网格中请求新的命中时渲染,角色着色器除了在材质中具有额外的纹理之外没有任何额外的性能成本。

  • 它要求你的网格有第二个UV(光照贴图UV),它有一个完整的身体UV,没有复盖Uv的血液面具工作。 (您需要能够在Blender或Maya等DCC软件中编辑您的网格Uv)

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