I’ve been using shader graph for a good long while recreating a number of very fun and interesting visual effects. More recently I began trying to code them directly as I find it yields a much deeper control for all of the facets of shaders. Up until now though it has all been play and experimentation, getting myself used to the systems in place rather than coming up with something definitive that I could use for my game. I’m now at the point in my game’s design and production that I need to start concerning myself with graphics, and I’ve come across a rather large design point that I’ve completely neglected and don’t know how to direct myself.
I have a toon shader that I use for all my materials. My models often use multiple materials to make up for this, no textures (normal maps aside). In several places I want to use a dissolve shader to give them a “teleport” effect, an “aura”, snow, and many more. A given object can support more than one material… but when/how would I go about using this teleport effect? Do I need to specifically make it have a toon pass and then assign all the materials on my character to the new dissolve? Or should I have all my materials stem from a shader that has all the separate passes, thus allowing me to turn on/off all these at any time? Would that create needless stress on one’s GPU? I’m not fond of needing 4-5 different shaders for each color I’ll need…
Are there best practices concerning these things? How have you done these in your games? I’m worried about starting any of these paths without knowing more and needing to start over later.
EDIT: I kept referring to “displacement” instead of “dissolve” as I had intended.