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Godot 4: Cracked glass shader (tutorial)
(www.youtube.com)
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Cracked-glass as a tutorial topic is useful because the effect fails loudly when UVs or normals are wrong — easy to learn from. In a browser export I've had to watch overdraw on the shatter pass more than the look itself; once the shards fan out, fill-rate eats mid-range GPUs fast.
Curious whether the tutorial stays on a single draw call with a dissolve mask, or spawns mesh shards. The former has been kinder to web exports in my experience.