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|Old Version||Published before Godot 3 was released.|
Think of like, an acid or a flame eating away at a parchment. What I’m looking for is for a texture to become transparent in increasing bits and chunks.
To me, this sounded like a job for both a masking effect, and particles. The plan was to have a particle node emit white particles with a long lifetime, and somehow, using a shader, ensure that the areas that are opaque from the particles are then rendered transparent in the underlying texture.
As you can tell from this explanation, I barely have a passing understanding of how shaders work, and a brief fiddling with the engine suggests that this method isn’t doable with the built in particle engine.
Does anyone have any ideas on how this effect could be achieved?
Currently, I can only think of writing my own particle-lite engine for this effect, but I’m hoping one of you clever folks has an idea.
Thanks for your time.