Final Hit State

As a dramatic finish, the Final Hit State uses Shadergraph’s Sphere Mask to create a destruction animation when the shield’s health reaches zero. Instead of static values, these properties are meant to be animated with moving hit positions, producing a shoot-through effect where the final bullet pierces and breaks the shield.

Hit Strength

Controls the intensity of the impact effect.

💡 Tip: Higher values make the shield break feel more violent and dramatic.

Hit Position

Defines the exact position of the hit in Vector3 space.

💡 Tip: This is usually driven by gameplay code (e.g., bullet collision point) for accurate, dynamic hit feedback.

Hit Radius

Sets the radius around the hit point. Works in tandem with Hit Strength to define how wide the impact spreads.

💡 Tip: Larger radii create a shockwave-like effect, while smaller values keep the hit localized.

⚠️ Note: If Radius is set to 0, it will not be possible to animate the hit effect

Hit Hardness

Controls the edge falloff of the Sphere Mask. By default, this is set to 0, but you can experiment for alternative results.

📘 For more details on the Sphere Mask node, see Unity’s documentation:

Unity Shader Graph Sphere Mask Node

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