So I’m sort of writing a shield impact shader. I’ve never managed to get the shaderblow one working properly since you needed a very specific mesh coordinate to log a hit (hard to get with splash damage weapons eh?), plus it supports only like 4 hits or something?
This is a detection technique proof of concept of sorts, working with only an array of normalized vectors and logging hits with dot products.
Hopefully I’ll have something like this at the end:
Shouldn’t be that hard I think, looks like lots of noise being shifted around quickly and some randomness.