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Creating a visual ripple effect after an explosion
Hi,
Pretty much as the title says, I would like to create this effect.
In my game I have bombs, they explode, when they do I would like everything around the explosion to ripple.
My initial idea was to apply a circular bump map to the frame buffer as a post processing effect and stretch the texture over an area over time.
I was wondering if this is the best way to go about this or if there were more effective ways? (I'm building for Embedded Systems so optimisation is of my greatest concern)
Thanks :)
Yes, I feel like I should just put this in every question I ask to save time haha
i can't actually answer your question haha, i just have a feeling that needing pro is a possibility with effects like that
maybe some clever light refracting shader on a particle effect of a sphere that gets bigger. or maybe like one of the image effects thats already in there like fish eye and change the values slowly, i dont have pro so i dunno how it works exactly
Answer by OP_toss · Nov 20, 2013 at 10:39 PM
The only way to get the effect you're looking for is through a post processing effect, which will incur a RenderTexture, and at least a Graphics.Blit. The best case for optimization would be to use this when you need it and disable it promptly after.
As far as implementation, I would use a 2D displacement shader, which takes an image (RGB), and a displacement map (RG). It will distort the image by the 2d displacement vectors along with a multiplier for scale. Then you simply animate the scale from zero to one and back to zero using your preferred easing function.
Not exactly as easy as I make it sound, but the shader should be straightforward, which makes the rest much more manageable. Hope this helps!
Absolutely brilliant answer.
I literally have no questions to ask after that.
Thank you very much
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