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Cyberpunk 2077 - Shader for hackable objects

During production of Cyberpunk2077 i was asked to help with scanning mode post process and implement hacking pattern based on provided concept.

The main challenge here was that effect was supposed to be done in screenspace shader as post process while data streams should be locked in place, always face player and look good from any distance, don't look bland on big surfaces and fluently transition when player comes closer or further.

Final implementation uses 2D signed distance fields for datastream cells, datastream columns are locked in world space. Depending on the distance from the player 3 layers with different column spacing are being revealed and cell size is being adjusted to phase in and phase out new layers as player move closer. All this was done to ensure effect looks good and stable in all circumstances.