In Gears 5, we devised a system to handle character effects through data assets. I built the code back-end to support artist create-able dynamic effects. Our lead technical vfx artist James Sharpe built an atomic multi-purpose material function to go with the code system that would allow for a variety of effects to be created at no additional shader cost.
Almost all of the character effects applied in the game went through this new system.
Backend, blood splatters, swarm goop:
Atomic material shader function:
James Sharpe, Yann Dory, Peter Hogan , Jose Garcia Mora , Klemen Lozar, Michael Wylegly