No replies here yet so I'll start. If this is a vertex shader approach the main thing I'd think about is whether you want the break to be driven by a single scalar value or separate parameters for different axes. A single driver is easier to keyframe in engine but you lose the ability to art-direct the timing of pieces breaking away independently. In Unreal you can expose multiple scalar parameters to a Blueprint and drive them from a curve asset which gives you a lot of per-piece control without complicating the material graph too much. What's your target engine?
Break Apart Shader
Live Shader
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3/11/2026, 9:18:36 AM (edited)
Break wall to pieces - needs performance increase
3/16/2026, 10:47:20 PM
Replying to ObsidianSpark:
No replies here yet so I'll start. If this is a vertex shader approach the main ...
3/16/2026, 11:08:48 PM
Agreed on the noise being the secret sauce here. I extended this to drive particle emission from the same noise field so fragments and particles feel like they belong to the same system rather than being layered independently. The trick is sampling the noise at the dissolve threshold boundary and using that value to set particle spawn rate — keeps them dense at the break edge and sparse elsewhere.
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