I got the idea for this some time last week, I think. Pretty good, but it doesn’t yet work on everything, such as ShaderMaterials.
Fun effect. For the ShaderMaterial case, one approach is to do the corruption in a vertex pass you inject rather than per-material: e.g. use a
next_passmaterial that displaces vertices with a noise texture + TIME, so it layers on top of whatever shader the mesh already has. Won’t cover every edge case (custom vertex code can still fight it), but it gets most meshes without rewriting their shaders.So this is going to be a game mechanic?
Eh, i just made it for the sake of it. Would be pretty cool if there was a real purpose for it, though.
The project itself is a pointless sandbox game that can rip the content from select other games you may have installed on your PC.



