Preview
Breakdown
Prototyping
Started with Shader Graph and VFX Graph to quickly iterate on the dissolve look and basic particles.
HLSL Migration
Shader Graph was great for early viz, but it didn’t play nice with our project’s custom toon lighting.
To get full control over the rendering—especially shadows and outlines—I migrated the logic to custom HLSL. This let me hook directly into the toon lighting passes and ensure the outline and shadows stayed synced during the transition.
Implementation
The main challenge was syncing the dissolve math across multiple passes like Shadowcaster and DepthNormals. Needed to make sure the shadows and outlines clipped and offset exactly like the main geometry as it dissolves.
Final Result