Which method would you use?
Wrong place. Can this be moved to Scripting? sorry was looking through site and forgot to change back to scripting forum.
It depends on exactly what look you are looking for. I’ve seen it done with a specially made material using an alpha cutoff shader, and the texture being some neonish color like a bright red, with varying alpha values all over the texture ranging from 0 to 1. The alphas would either be completely randomish/noise in order to get the dissolving that way, or you could have gradients actually in evidence on the texture if you want a sort of “flowing” desintigration. Then, you would fade that alpha cutoff little by little from 1 to 0 over time, making the object’s alpha value bit by bit disappear.
The key to this is that the alpha cutoff shader is used, as opposed to something else. See, with alpha cutoff, you only have alpha values of 0 or 1 being rendered. If the texture at a given point has an alpha higher than the cutoff value, it is rendered with alpha of 1, and if not, it gets alpha of 0. So, if you have random values between 0 and 1 in the texture, then as you bit by bit lower the alpha cutoff, bit by bit less and less of the model is rendered, giving the dissolving effect.