I want to create some training objects that will trigger a glitch effect when hit.
I want to try participating, but I’m not sure how much time I’ll have. If technical issues take up too much time, I’ll probably have to cancel my participation.
I’ve only created a glitch effect once before, and I’m curious to see what I can come up with. I recently saw a few cool posts on X that inspired me, so I’ll use them as my main references: Hyperglitch plugin for AfterEffects multilayered motion
For this task, I will definitely need to use Scene Textures for Post Process Materials. I will need to create some stylized shaders, screen effects, and Screen Space UVs for Niagara.
I think I went too deep into the technical side and spent quite a lot of time on something that ended up being fairly complex to implement.
The idea was to create a foundation for splitting an object into several parts. Each of those parts would have its own shader, its own geometry, and even its own particles.
I started by looking for a solution and eventually found one. However, the implementation was not optimized enough. The shader had 454 instructions, and at that stage it only worked as a mask with four sides.
During this time, I worked on optimizing it and moving all the functionality from Blueprint into the material, which I managed to do. After that, I decided to optimize it further using HLSL, and I was able to reduce it to 303 instructions.
The next step was to connect particles, and I managed to get that working as well. However, in the current mode, the mask still does not work correctly. It does not support proper rotation in 3D space yet, and there is still no separation into different materials.
All of this is extremely interesting to me, but it takes a lot of my free time.