The intention is to have multiple fire zones to overlap into a greyscale mask to apply to a fire toon shader.
Right now, I am using a RenderTexture to blit a circle texture into itself as many times as I need it.
This is super costly and generates garbage in the memory, but the main issue is that the result looks fuzzy!
So I thought to use Shader Graph to draw Elipse of equal width/height and have them all MIN in order to combine them, but I can’t work out how to use LOOPS or how to pass a variable amount of information based on how many circles I have at one point + the X,Y,Radius for each of them.
I thought to use a lookup texture to pass inside of the shader and extract the data from RGB but the x,y can only be 256 positions and I need floats.
As a final note, the material will render a 4000/4000 quad which is my mesh which is why the end result is blurry (the RenderTexture of 2k/2k is too blurry still).
Thank you kindly for any help!