Procedural Mesh Dissolve
3D vertex noise displacement sampling Simplex noise with glowing molten ember edges.
A production-grade procedural dissolve shader used for enemy deaths, magical item appearances, and sci-fi teleports without requiring pre-baked texture masks.
Pre-baked dissolve textures look repetitive and consume expensive texture memory on mobile devices.
Data pipeline flow and computational delegation across system layers:
Calculates procedural 3D Simplex noise in object space inside the HLSL fragment shader. Uses step functions and smoothstep ramps to create an intense glowing combustion edge that feeds into the bloom pass.
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