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Shockwave Distortion

An expanding ring that visibly warps the scene behind it, like a blast wave through air.

vfxshaderexplosionimpact

Examples

Captured from this page's own interactive demo below.

Overview

Shockwave distortion sends a ring outward from an impact point and bends the already-rendered image along the wavefront — the screen itself ripples, the way hot air shimmers around a real explosion. Objects the wave passes get visually shoved and settle back.

Unlike most juice effects, this one lives in the rendering pipeline: a shader samples the rendered scene (URP's Opaque/Scene Color, a grab pass in Built-in) and offsets its UVs radially inside a thin ring around the wavefront. That's what makes it Advanced — you're post-processing the frame, not moving a transform.

It reads as raw physical force: a flash says 'something bright happened', a shockwave says 'the air itself moved'. It's the standard capstone of a big-explosion impact chain, layered on top of camera shake, flash, and particles.

Interactive Demo

Push Strength18px
Wave Duration600ms

Use Cases

Explosions/VFXBoss attacksUltimatesMagic

Best Practices

Do

  • Fade the distortion strength as the ring expands — a wave that stays strong at full radius reads as a rendering bug.
  • Keep the distorted band thin (a ring, not a filled circle) so the effect reads as a traveling front.
  • Layer it with the rest of the impact chain (shake, flash, particles) — the shockwave is the garnish, not the whole dish.

Don't

  • Don't distort UI or text layers — warping HUD elements reads as a glitch, so render the wave before the UI pass.
  • Don't fire full-screen shockwaves at high frequency — the technique earns its impact by being rare.
  • Don't forget the performance cost on mobile — sampling the opaque texture isn't free; budget it like any post effect.

Common Mistakes

Implementation

Paste this into your AI assistant (Cursor, Copilot, Claude) to add the effect to your project.

Prompt
Add the "Shockwave Distortion" game-feel effect to my project: An expanding ring that visibly warps the scene behind it, like a blast wave through air.

How it works: Shockwave distortion sends a ring outward from an impact point and bends the already-rendered image along the wavefront — the screen itself ripples, the way hot air shimmers around a real explosion. Objects the wave passes get visually shoved and settle back.

Guidelines:
- Fade the distortion strength as the ring expands — a wave that stays strong at full radius reads as a rendering bug.
- Keep the distorted band thin (a ring, not a filled circle) so the effect reads as a traveling front.
- Layer it with the rest of the impact chain (shake, flash, particles) — the shockwave is the garnish, not the whole dish.

Avoid:
- Don't distort UI or text layers — warping HUD elements reads as a glitch, so render the wave before the UI pass.
- Don't fire full-screen shockwaves at high frequency — the technique earns its impact by being rare.
- Don't forget the performance cost on mobile — sampling the opaque texture isn't free; budget it like any post effect.

Implement the effect in whatever engine/stack the project already uses and follow its existing code style. Wire it up where it makes sense.

References

Related Effects

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