crimson
Good looking blood.**Features**
| --- | --- |
| Blood — remastered | Rich red droplets and irregular stains, with per-pixel drying to darker red. Normal and smoothness maps support wet highlights with the game's lit shader. |
| Directional spray | Momentum-directed spray plus a smaller back-splatter cone; gravity, varied sizes, surface raycasts, and elongated oblique-impact marks. |
| Blood pooling | Nearby floor impacts accumulate liquid; puddles ease toward a larger radius, with uneven procedural edges. |
| Blood mixing | Stamps on the same collider and surface plane accumulate in shared texture tiles. No separate rectangular decal layers within each shared field. |
| Blood smearing | Injured body parts touching the floor leave direction-following streaks when dragged. Width decreases as bleeding tapers; friction and surface gaps break up the trail. |
| Tinnitus | Distance-weighted ringing and low-pass muffling, recovering over at most seven seconds after the last blast. The latest observed game filter value is restored. |
| Blood sounds | 31 distinct synthesized drip sounds, a shuffle bag that avoids immediate repeats, randomized pitch/volume, and a spatial audio voice pool. |
| Bone breaks | Accumulated arm/leg/hand/foot damage reduces muscle drive and changes joint angular limits. Eight brief synthesized crack variations. Original state is restored on reset/despawn/resurrection. |
**Controls and performance**
All effects start enabled. BoneMenu includes independent blood, pooling, smearing, bone-break, tinnitus, and sound switches, plus intensity, drying time, fracture threshold, and volume settings. The sound switch covers both drip and crack sounds.
