Hi, is it possible to dissolve a skinned mesh (enemy character) in multiple specific positions? Usage is to show damage where the bullets landed, for example. Enemy would be constructed of several layers (surface, flesh, bones) and the idea is to dissolve the layers to show the layers under them.
Other way to achieve this layered gore system is to cut up the characters in 3D software. Seems straightforward, but time consuming and not very flexible.
Any ideas how to make this work with shadergraph (or any other solution, i’m all ears)?
Your shadergraph material should accept a position input (or more than one), and then decide how to draw with those. It can also take in a reference time and compare against the current time, to make effects grow over time. So, when the bullet is hit, set position to bullet’s position, set reference time to current time. Shader says “hey, this pixel is really close to position and it’s been 0.75s since the reference time, so draw red blotchy color here instead of usual skin color.”
Yes, thanks. You’re right, I was able to use input position to create a mask and make a spot on a character transparent. Unfortunately shader graph doesn’t seem to support Vector arrays. I’ll have to use a set number of these positions, perhaps one for each limb. It’ll do for now.