I want to represent a kind of “unload” for several scenes. Different meshes should dissolve bit by bit.
But how do I solve this best?
I had thought of 2 ways:
- I dissolve each mesh individually, which is very detrimental, because I have many textures per mesh and I would have to do this for each texture with many meshes.
- i use a post process volume and let the meshes dissolve, but i can’t control what should and shouldn’t dissolve.
Is there a way within a post process volume to only “activate” certain objects and not let effect capture all others?
or do you see another way how i can solve this efficiently?