UE5 Shader/VFX
Stylized Ghostly Shader
Shader Showcase
In the future, I am planning to convert the ghost layer into a material function, which will make it easier to use accross different situation in different game object that I want it to be ghostly.
Also, the sub-uv animation will be added, as well as the world position vertex animation. Overall, I want it to be more dynamic when looking at it.
More Detail of the Shader
If you want to know more about what this shader can do, check out this vedio.
Reference
Like many other game designers,
The Legend of Zelda: Breath of the Wild and Tears of the Kingdom have been iconic titles throughout my gaming journey.
The VFX for the champions in these games beautifully convey their narratives, inspiring me to explore the possibility of recreating those effects myself.
So I have done a lot of research and observation accross different art work related to “Ghost“ or “Spirits“. And had done some analysis into their design and implementation.
And I really like the idea of Butterfly, it stands for a kind of beauty that is “Fragile and lightful“. Something that is beautiful but can’t last long, just like the existence of the “Spirits.“
Concept Design
The "Spirit" I envision is a peaceful, friendly presence that guides the player. It should convey the transition between the subject’s physical form and its spiritual state, creating a seamless connection between the two.
To achieve this, the material layers representing the physical and ghostly states must be able to smoothly transition between one another, offering a clear visual narrative of this transformation.
After breaking down those needs of different effect when creating the new effect in my mind, I decided to use Unreal material and particle effect.
Shader Creation
I developed a shader using several custom masks to achieve a smooth and dynamic transition effect. First, I created a Fresnel mask by calculating the dot product between the face normal and the camera vector. Additionally, I generated two Bottom-Up Alpha masks based on the dot product between the bounding box and a (0, 0, 1) vector. By blending these masks and adjusting their parameters, I achieved a smooth transition with highlights and rimlights effects.
To add more visual interest, I sampled a noise map to create the "Broken parts" texture of the ghost. This same noise map also drives vertex animation patterns, adding a sense of dynamism to the overall effect, making it more engaging and visually appealing.
Particle Effect
In Unreal Engine 5, I utilized the Niagara System to create a mesh-position-based particle fading effect.
For the next phase, I plan to implement a sub-UV animation to replicate a Butterfly-like particle effect. These particles will be spawned within the "Broken parts" of the spirit, and slowly fade away in the air. This is symbolizing butterflies gently "carrying away" the spirit’s energy—creating a delicate and mesmerizing visual that embodies fragility and beauty.