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GPU Shader Particle System

Project type

Shader

I’m introducing a particle system in Unreal Engine that is entirely shader-based. Unlike UE’s built-in Niagara system, this shader-driven approach makes it possible to achieve particle effects in games designed for low-end platforms like Android. Since it runs entirely on the GPU and doesn’t use any CPU resources, almost all calculations happen in the vertex shader, making it extremely efficient. This shader also offers a high level of control, allowing you to use different flipbook animations to create various effects. For example, right now, it’s a fountain, but simply changing the flipbook animation can turn it into mist, smoke, or even a waterfall, and all of these effects are handled by a single master material, which is the shader I created.

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