stylized dissolve, with a couple twists.
I animate + mix sdf of a crack texture with texLod() mipmap mixing, a small amount of distance based falloff from the epicenter position + remapped into a customizable hdr gradient to determine the output coloring
Having a lot of fun with godot and building my add-on tech, weaving multiple custom vfx systems and shaders together to create more complex effects.
A few more tech + r&d goodies still in the works to test before I settle on a feature set for production.