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FORENSIC AUDIT // VFX-KATANA-SLASH
Stylized Combat Visual FXStudio AssetTimeline: 3 Weeks · Lead Technical Artist

Anime Blade Arc & Velocity Ribbon

Procedural mesh ribbon generation extruded along sword bone trajectories with velocity-stretched UV distortion.

GPU RENDER COST0.04msSingle procedural triangle strip pass
BATCHING EFFICIENCY2 Draw CallsMaterial property block instancing
OVERDRAW ARTIFACTSZero GhostingDynamic tangent space edge feathering
ANIMATION FPS144 Hz SmoothInterpolated catmull-rom bone curve
Executive Overview

A crisp, stylized anime weapon slash effect that trails behind fast-moving swords. Extrudes dynamic procedural 3D triangle ribbons that stretch based on blade tip angular velocity, with emissive ink splatter edges and glowing core gradients.

Core Engineering Challenge

Traditional particle-based sword trails look like disconnected billboard puffs, and static mesh slashes don't conform when animations are dynamically blended or canceled in combat games.

Distributed Node Topology

Data pipeline flow and computational delegation across system layers:

NODE 01C# Ring Buffer
Bone Trajectory Sampler
World-space transform history buffer
NODE 02Unity Mesh API
Spline Mesh Extruder
Procedural triangle strip generation
NODE 03HLSL Custom Pass
Velocity UV Shader
Speed-dependent texture scroll and pinch
Architectural Strategy

Samples weapon root and tip bone world-space transform matrices every frame. Evaluates Catmull-Rom splines between frame points to generate smooth geometry even during low-framerate frame drops. An HLSL vertex shader distorts UV coordinates along the motion vector tangent to produce anime-style speed lines.

Architectural Engagement

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