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_SHADER

The material setup for this effect is intentionally minimal. The visible slash lines are created with stretched particles, which serve as the primary visual form of the attack.

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The effect of space being fragmented is then supported by dedicated refraction particles, which help reinforce the feeling that the slash is cutting directly through the surrounding space.

_PARTICLE_SYSTEM

The particle system for this effect is intentionally straightforward. It mainly consists of stretched slash particles and refraction particles, which together build the core visual structure of the attack.

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Their alignment is adjusted manually to control the direction and shape of the effect, while color changes are timed to reinforce the visual rhythm and pacing of the slash.

_SHOWCASE

Slash 01 is a real-time VFX study inspired by the Judgment Cut ability from Devil May Cry 5.

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This project focused on practicing custom particle orientation, shaping the timing of the effect through camera shake, and exploring how refraction materials can be used to enhance the final visual impact.

"Now you meet your end."

Slash_01_Background.png

SLASH_01

_SHOWCASE

Slash 01 is a real-time VFX study inspired by the Judgment Cut ability from Devil May Cry 5.

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This project focused on practicing custom particle orientation, shaping the timing of the effect through camera shake, and exploring how refraction materials can be used to enhance the final visual impact.

"Now you meet your end."

_LEVEL_SEQUENCE

The entire effect is driven through a Level Sequence, which serves as the main controller for the presentation and timing of the piece.

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Particle spawning, animation playback, and the activation of post-process materials are all coordinated through the sequence, allowing the different parts of the effect to stay synchronized.

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