A. Player Transformation Effect

Left: Initial shader, using alpha to control the visibility and base color to simulate emission;
Right: Use higher emission with noise texture to cover the inside of the model.

Left: Vertex offset to add more dynamic;
Right: VFX graph to add more dynamic.

Switch between different vehicles.

Implementation in game.

B. Force Field Shader

Detect projectiles, use damage to calculate radius.

Detect player when hit onto it

Adape to grappling hook – hold the FX at its peak, and continue when hook is released.

Implementation in game.