Material Based Effects - Appliation

From TDN

Now, with the way this initial framework is set up, it should be readily aparent that the useages for each set of interactions is type-specific, not material vs material specific. As such, each usage case is specific to the type of use you'd put it to. Below is a series of several examples, by no means intended to represent everything you can possibly think to do with this set-up.

One thing that I will note: in conjunction with the resource that lets you swap materials on the fly, since this defines the refference for the effect given off _in the material definition_ , by extention, it's quite possible to change *those* on the fly as well.

Simplest and first case we used was:
Material Based Effects - Appliation - Vehicle Dust Puffs and Tire Decals

A more generic case was:
Material Based Effects - Appliation - Shapebase vs Shapebase Collisions

a long term aplication thats most liable to see wide-spread use would be:
Material Based Effects - Appliation - Bullet Hits