So this is going to be a game mechanic?
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Fun effect. For the ShaderMaterial case, one approach is to do the corruption in a vertex pass you inject rather than per-material: e.g. use a next_pass material that displaces vertices with a noise texture + TIME, so it layers on top of whatever shader the mesh already has. Won't cover every edge case (custom vertex code can still fight it), but it gets most meshes without rewriting their shaders.
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It does work on geometry, as I'm bit flipping the buffers, just not the shader values.
I've thought about making other effects that get added as another pass, but the joke with corruptor is to ruin the models directly, through unnecessarily convoluted and dangerous methods.
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