Just wanted to show the material I've been working on today. It's a WIP forcefield shader.
It's something we use in our game to prevent attackers from reaching certain areas until they have completed an objective.
The upward scrolling effect may be tweaked a bit further. It takes a lot of attention away from the rest of the scene as it's quite bright.
I hope you guys like it, feedback on the material is welcome
I can see four layers in the video. Unreal 3 doesn't handle transparency very elegantly (it's actually a problem in many renderers) - these forcefields occupy a large quantity of screen space and can become pretty expensive to render (take a look at shader complexity in the editor, you'll probably find there are angles at which there are large areas of red / white performance). Throw gameplay in there and things can become worse; eg smoke particle systems and the like.
There is a lot of RED (and some white) going on in the scene, most of it seems to be caused by some kind of effect I hadn't event noticed on the ground (something like a height fog but with particles) I'll let the level designer know to make sure it gets optimized/cleaned a bit.