Disintegrator — Dissolve Any Mesh into a Swarm: Bats, Butterflies, Ash, Cards
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Dissolve any mesh into a living swarm. A front sweeps the object, real textured fragments peel off and become bats, butterflies, ash, cards or petals — in your object's own colours.Works in Built-in, URP 17.3 and HDRP 17.3 on Unity 6000.3.21f1. Run Window > Disintegrator > Setup once per project and again after switching pipeline: it writes the three materials the effect draws with, using that pipeline's own standard shaders. No Shader Graph, no compute, no VFX Graph, no package dependencies. Verified in clean projects of all three pipelines: zero shader errors.Dissolve any mesh into a swarm of something else. A front sweeps across your object, itssurface peels off as real textured fragments, and each fragment turns into a creature that fliesaway — bats, butterflies, birds, moths, flies, ash, embers, cards, petals, leaves, feathers orcubes. One component, any mesh, any pipeline.The swarm wears your object's colours. Every fragment samples the albedo at the exact spot itwas cut from, and the creature born there keeps it. A bat that peels off an orange panel is anorange bat; a petal from a blue tile is a blue petal. That single detail is what makes the effectread as *your object dissolving* rather than a particle system playing nearby.Real mesh fragments, not a shader trick. The surface is cut into up to 5000 pieces of roughlyequal area, each keeping your original UVs, normals and tangents. At rest the fragment mesh *is*your object — the swap when the effect starts is invisible. The pieces then fly as rigid bodieswith lift, push, spin, spread and gravity, casting and receiving shadows like any other geometry.Nothing in your project changes. No shader is replaced, no material is touched, no renderfeature is installed. The fragments are drawn with your object's own materials; the swarm and thebursts are drawn with each pipeline's own standard shaders. There is no Shader Graph, no customlighting shader, no compute shader and no VFX Graph in the package — which is also why nothing canbe stripped out of your player build.Six fronts. Bottom-up, top-down, sideways, a radial wave from any world point (click theobject and it dissolves from where you clicked), fully random, or two octaves of noise that makeblotches let go at once — the closest thing to burning without a texture. Jitter roughens theedge; the front's crossing time is one dial.Three conversions. *Swap* scales the piece away as the creature grows in. *Flash* adds acamera-facing additive burst at the moment of the change. *Flip* turns the piece edge-on about itsown axis and the creature finishes the turn. Flat kinds squash the piece onto its own plane first,so a chunk of mesh never simply shrinks into a petal.Twelve kinds, each with its own laws. Bats cruise in a rising swirl and retarget every tenthof a second, wings beating on two hinges. Cards spin about their normal, fall broadside-slow,glide toward the lower edge, bounce once and settle flat. Ash rides hot air and cools from emberto grey. Cubes bounce and settle onto the face nearest the ground. Petals breathe their cup in avortex. Butterflies arc, birds climb away, flies boil, embers streak and cool, leaves and feathersrock down. Nothing is a re-skin: every kind is a separate set of birth, move, deform and tint laws.Add your own kind without touching the core. A kind is two assets — a SwarmBehaviour yousubclass and a SwarmKind that carries the shape, the material and the flags. Or drop in your ownlow-poly mesh as the silhouette and keep the laws. The whole kind system is open by design.Size-independent presets. Every tuned constant is written in U = source radius / 70, so thesame recipe looks the same on a coffee cup and on a cathedral. Fragment size, creature size andevery speed scale with the object automatically.Deterministic and Timeline-friendly. One seed always produces the same cut and the sameflight, so a recorded shot can be re-recorded frame for frame. SetProgress(0..1) scrubs the wholerun, Step(dt) advances it by hand, and FragmentConverted and Completed events hook up sounds,decals and gameplay.Reassemble and teleport. Point the swarm at another object and it flies across, lands on thatobject's surface points and rebuilds it — the whole effect run backwards. The destination isgenuinely absent until the swarm arrives. One of the four sample scenes does exactly that.Built for real frame budgets. The simulation is CPU-side and the whole effect is baked intothree ordinary meshes per frame. Cost is proportional to the pieces actually in flight — restingand finished pieces cost nothing — rigid kinds skip the per-vertex deform entirely, and there isno per-frame allocation after the first run.In the box• The Disintegrator component, the DissolveRecipe and SwarmKind assets, and the setup wizard• 12 swarm kinds with 12 behaviour assets and 14 tuned recipes• ClickToDissolve, TransformRelay and an orbit camera for the samples• Four sample scenes: a lit studio, a night studio, a dressed courtyard with click-to-dissolve, and an object-to-object transform• A manual, a changelog, third-party notices and package preflight checksRequirements and notes• Unity 6000.3.21f1 or newer; Built-in, URP 17.3 and HDRP 17.3• Source meshes must have Read/Write enabled in their import settings• Run Window > Disintegrator > Setup once per project, and again after switching pipeline• The source is snapshotted when the effect starts; a mesh that keeps animating is not followed• Creatures do not collide with each other or with scene geometry; landing kinds settle on one ground plane• Number of textures: 10 (procedural sample textures, 256–512 px, PNG)• Texture dimensions: 256x256 and 512x512• Polygon count: subject meshes 6 900–9 700 tris; the studio cyclorama 4 800; creature silhouettes 6–42 tris each• Minimum polygon count: 12• Maximum polygon count: 9 680• Rigging: no. Animation: no (the effect is simulated, not keyframed)• Number of meshes/prefabs: 6 generated meshes (4 subjects, a robot and a studio cyclorama), 1 sample environment FBX, 0 prefabs• UV mapping: yes. LOD information: no. Types of materials: Standard / URP Lit / HDRP Lit• Scripts: 34 C# files in 2 assembly definitions (runtime, editor); no compute shaders, no VFX Graph, no Shader Graph, no third-party dependenciesCode, editor tooling and documentation were written with AI assistance. No AI-generated art, textures, models or audio are bundled: the sample textures are drawn by the included procedural build script, the sample meshes and the creature silhouettes are generated by code, and the effect renders through each pipeline's own standard Lit material - no compute shaders, no VFX Graph and no Shader Graph.




