Summary
This VFX was created for the enemy hit reaction in MetalMorphosis.
The effect was designed in a more stylized way to match the game’s visual tone, with blood splashes that remain on the ground for a short duration, aiming to enhance the sense of impact and deliver a more satisfying combat experience.
Process
The stylized blood material was made in Shader Graph.
I created a dynamic splatter effect by using vertex color for fade control, normal and smoothness for wet reflections, and UV masking for edge blending.
The particle system uses collision and sub-emitters to spawn ground blood decals when the blood hits surfaces.
This setup lets splashes persist temporarily on impact, enhancing the sense of impact during combat.

Blood Material Shader Graph

Blood Particle System



