Advanced Features Roadmap

OpenVAT is fully-featured as a viable tool for production, but there are a number of improvements planned for the tool, including engine shader implementation improvement and variation, as well as unmatched encoding flexibility options. Here's my shortlist.

  • Offset-Based Normals – for high-quality destruction simulations
  • Tangent + Normal Encoding via TBN Matrix Quaternion – reconstruct full tangent space per-frame
  • Face-Reconstruction VATs – capture face integrity over time for detailed destruction sims
  • Chunk-Based Matrix Encoding – matrix per chunk for efficient rigid chunk transforms
  • Custom Attribute Swizzling – remap attributes like xyz → rga for shader efficiency
  • Multi-Attribute Multiplexing – encode multiple attributes in one texture via time or channel packing
  • Float Packing into 8-bit RGBA – maximize compatibility while storing high-precision values
  • Alpha Channel Encoding and Handling – support transparency, masking, and dissolve effects
  • Sparse VAT Encoding – animate only needed verts for compression/performance
  • Mesh Merging + VAT Offset Indexing – enable instancing and VAT reuse across multiple meshes
  • Unreal Engine 5.4 Vertex Factory – C++ plugin to sample VATs directly in vertex shader
  • Godot Engine Support – shader or GDExtension-based VAT playback integration
  • Unity DOTS / HDRP Compute Shader Compatibility – support Unity’s high-performance pipelines
  • Engine Example Scenes – production-ready demos for:
    • Destruction (face-reconstruction, chunk-based)
    • Fluid deformation / melting
    • Cloth simulation
    • Text morphing / typographic animation
    • Stylized effects using custom VATs
  • SDF/Volume-Aware VAT Encoding – simulate melting/thick deformation using SDF-driven VATs