this post was submitted on 30 Jul 2024
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It's probably not how naughty dog did it really though ๐ Andy Gavin is pretty clever, the real Crash disintegration effect is probably individually manipulating the vertices of the character or somethin
I'm guessing Godot doesn't have the means to do something like that, direct manipulation of a mesh's vertices?
Of course it does, you can achieve that with a simple vertex shader by just moving each vertex in the direction of its normal. However, since the vertices are joined into triangles, this will just result in the model getting bigger instead of "disintegrating".
For that to work, you would need a model where each triangle is a separate surface.
Another way which might work would be to enlarge the model like I illustrated above while simultaneously making pixels which are further from an edge than a threshold value transparent.
The vertex shader is low enough level that it has no concept of shared vertices (nor really anything above triangles for the GPU), so this will work without individual meshes.
Here's a quick test project I made using a single cube mesh and the shader code
Slick!
Ah my bad, perfect, then that's the solution!