Yay, I though I had lost this playground :o Just found it in a code comment. Better share this asap!
The original intention was to implement what they did in Radio Viscera. Unfortunately, as far as I could figure out, to get the full approach working you need Geometry Shaders (or proper knowledge/skills in GLSL, lol).
So as it stands the effect is more like punching a hole through a metal wall or something.
Please note that I abandoned this code. The effect does not really work well with turn/tile-based games. So when I left the code my known todos were:
- Shader for display, Havok thin instances for collision detection
- Need to take care of floating wall pieces
- Probably/Likely require a Material extension not ShaderMaterial
- Solve depth problem with a box instead of a plane? But performance