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 → rgafor 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