Hi , so i'm trying to achieve two things in godot that i think are really cool :
1/ a ribbon effect where polygons of a flat geometry always faces the camera ( , [https://forums.unrealengine.com/t/sprite-model-how-did-they-do-this/2968/13] )
2/ this technique in Doom 3 where a mesh deforms depending of the angle of the camera to fake a volumetric glow ( , [https://simonschreibt.de/gat/doom-3-volumetric-glow/] )
Many of the articles talking about these do it on procedural geometry but I'm pretty sure this is achievable with shaders on a handmade mesh ( am I wrong ? ) Despite multiple attempts , i'm nowhere near reproducing this dark magic . Any guidelines on how to achieve these in godot would be very welcome . Thanks !