Breath of The Wild Shrine Effect (fan art)

Wanted to make something that had a few effects and materials working together for the entire effect, so I tried to whip up my own little BOTW shrine effect for fun. Effect controlled in Blueprint using timelines. No vector field for the green embers :(

BOTW Shrine effect fanart using materials and particle systems within Blueprint.

The glass material. Uses multiple Scalar and Vector parameters to control things like the shattering, coverage, distortion, intensity and so on within the material instance & Blueprint.

The glass material. Uses multiple Scalar and Vector parameters to control things like the shattering, coverage, distortion, intensity and so on within the material instance & Blueprint.

Showing the shatter effect switching on and of via Blueprint

Showing the shatter effect switching on and of via Blueprint

Showing the coverage swiping from 1-0 with the leading edge swiping from a much lower value to 0 as the coverage nears 0. Shatter effect is on at this point.

Showing the coverage swiping from 1-0 with the leading edge swiping from a much lower value to 0 as the coverage nears 0. Shatter effect is on at this point.

The material instance to show the various parameters exposed for control in Blueprint. Simply plugging Texture Object Parameters into the texture samples would allow for a wide variety of distortion, opacity, shatter, and dissolve textures to be used.

The material instance to show the various parameters exposed for control in Blueprint. Simply plugging Texture Object Parameters into the texture samples would allow for a wide variety of distortion, opacity, shatter, and dissolve textures to be used.

The demo material for the Sheikah remains dissolving simply uses a material function  I made from the from the shatter group that can control the opacity mask with any gradient input and slap a little emissive edge on that sucker. Convenient!

The demo material for the Sheikah remains dissolving simply uses a material function I made from the from the shatter group that can control the opacity mask with any gradient input and slap a little emissive edge on that sucker. Convenient!

The dissolver function in action. It's pretty easy to get crazy with it by throwing some movement and distortion onto the dissolver gradient. I like to use a variation of this material function to drive lerp alphas for material transitions (burning, etc)

The dissolver function in action. It's pretty easy to get crazy with it by throwing some movement and distortion onto the dissolver gradient. I like to use a variation of this material function to drive lerp alphas for material transitions (burning, etc)