Well it does fade between two base textures but it’s a bit hard to notice sometimes. In the gif you can see it at the very front of the shield of you look closely.
I’m not sure if there’s anything else I can do about that, aside from copying the loop that applies the hits and make some radial texcoord offsets with it, but that’s hardly ideal for performance.
I can’t do it with the same loop since it kind of already needs the sampled texture data to work.
@yaRnMcDonuts Ever thought of smoothing out that camera a bit? Perhaps location interpolation could help a bit since the character moves so quickly.