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Damage FX

Let every hit leave a mark.

Damage FX — product artwork
200Default hit points
3Rendering pipelines
ASEShader customization

INSIDE THE PACKAGE

Built for your
next creation.

A shader-based damage system with impact controls and reusable functions for Amplify Shader Editor.

Let every hit leave a mark

  • Reveal a damaged surface layer in real time, from dirt splats and bullet holes to laser impacts and breaches.
  • Control impact size, surface clipping, dirt, heat and edge glow per hit.
  • Glow masks fade over time; alpha clipping and vertex displacement shape the visible damage.

Integrate with your materials

  • Scale-independent effects using impact points on the mesh surface.
  • Use a convex or regular MeshCollider to capture hits, or supply local-space coordinates directly.
  • Reuse the Damage FX Function in shaders made with Amplify Shader Editor.

BEFORE YOU BEGIN

A good fit
for your project.

Compatibility & setup

  • Supports Built-in, URP and HDRP.
  • Animated skinned meshes are not supported. Other object animations are supported.
  • Damage is shader-driven through surface layers, clipping and displacement.

Package reference: v1.4, Asset Store information captured September 20, 2026. Check the current listing for updates, pricing and supported versions. External demos may reflect an earlier package version.

Get Damage FX ↗

QUESTIONS, ANSWERED

A little clarity.
Before you create.

Setup, package contents and the details that help you get started.

Does Damage FX support animated skinned meshes?

No. Animated skinned meshes are not supported. Other object animations are supported.

Is this a decal system or a damage shader?

Damage FX reveals a damaged surface layer through shaders, with controls for dirt, heat, glow, alpha clipping and vertex displacement. Plan to integrate the damage shader with your object’s materials rather than treating it as a separate decal projector.

How do I supply impact positions?

Use a convex or regular MeshCollider to capture impact points, or provide local-space coordinates directly to the shader. Start from the included examples and verify the impact coordinates and material settings if the result does not appear where expected.

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