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FORENSIC AUDIT // VFX-DISSOLVE
HLSL Shader GraphStudio AssetTimeline: 3 Weeks · Technical Artist & Shader Programmer

Procedural Mesh Dissolve

3D vertex noise displacement sampling Simplex noise with glowing molten ember edges.

GPU RENDER COST0.14msMinimal fragment instruction count
COMPATIBILITYURP & Mobile ReadyZero tessellation dependency
EMISSION DYNAMICSHDR Molten RampDynamic vertex burnout motes
Executive Overview

A production-grade procedural dissolve shader used for enemy deaths, magical item appearances, and sci-fi teleports without requiring pre-baked texture masks.

Core Engineering Challenge

Pre-baked dissolve textures look repetitive and consume expensive texture memory on mobile devices.

Distributed Node Topology

Data pipeline flow and computational delegation across system layers:

NODE 01HLSL Vertex Program
Vertex Stage
Object-space coordinate normalization
NODE 02HLSL Math Library
Procedural Noise
3D Simplex noise calculation
NODE 03Sub-surface Emission
Ember Color Ramp
HDR Color gradient mapping
Architectural Strategy

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.

Architectural Engagement

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