While I have some knowledge of what distance fields are, it’s not enough to picture how they can be applied here. I know that I can’t use the built-in distance fields, since those only work for DFAO, DF shadows, and with materials; they don’t work with skeletal meshes, and are not really sufficiently detailed enough for this kind of effect (or else they become too expensive in general).
So how should I use signed distance fields? How can the shader know what is overlapping/intersecting the surface plane and generate a cross section?