
Quantum Break
This is a spatial fracture effect in which I experimented with many new techniques. For example, I used the dot product of VertexNormalWS and the camera vector to create flickering, offset the screen color to achieve hue separation, and applied WPO to refractive hard-edged models to simulate the feeling of fragmentation.
Showcase
Breakdown




01
Particle systems
There are three particle systems for this effect. Each handles different phases: Bullet, Explosion, and Aurora. They together make this effect complete.
02
Shaders
This part is where I spent most of my time on. They are responsible several important elements in this effect. For example, the hue shift, the refraction, and flickering triangle.








03
Blueprints
Here are three blueprints I used to combine the effect and determine their spawn logic as well as their physics behavior.

