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Blood-Damage Effect

Dynamic Visual Feedback for Player Health

The Blood-Damage Effect serves as a post-processing solution for developers looking to communicate player damage through screen-space visuals rather than traditional UI elements. By rendering blood splatter directly onto the camera view, it provides an immediate indicator of health status. The tool is designed with dynamic behavior in mind, allowing the blood to appear on the screen and subsequently dry up or fade out over time, preventing the player’s vision from remaining permanently obscured.

Simulating Light Refraction and Liquid Behavior

The tool uses an advanced behavior system to move beyond simple 2D overlays. By utilizing normal maps included in the package, the shader simulates the refraction of light through the blood drops. This causes the game world behind the splatter to distort, mimicking the way liquid physically interacts with a lens or an eye. These optical distortions are central to the effect, providing a sense of depth and volume to the splatter as it reacts to the in-game environment.

Technical Implementation and Asset Contents

The implementation of the Blood-Damage Effect is handled through a streamlined set of 21 assets. The core logic is contained within a single shader and a corresponding script used to manipulate the visual parameters during gameplay. To provide visual variety for different damage scenarios, the creator has included:

  • Two variations of blood textures
  • Two variations of blood normal maps
  • A demo scene for testing the implementation

The demo scene has been specifically updated to operate independently, meaning it no longer requires the Unity Standard Assets to function. This allows for a cleaner integration into existing projects where the standard asset library may not be present.

Engine Compatibility and Rendering Pipeline

The asset was originally developed for Unity 5.0.0 and remains a lightweight addition to a project at approximately 6.8 MB. It includes support for the Linear color space, ensuring that the color math and lighting remain consistent with modern rendering standards. However, developers should note that the tool is intended for the built-in render pipeline; it does not currently support the Universal Render Pipeline (URP) or the High Definition Render Pipeline (HDRP). Projects utilizing these scriptable render pipelines would need to account for this limitation during the production phase.

Project Screenshots


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