So just to say that this methode works!
Cause of NDA I cant show you how it looks, but i can explain what we did.
I wanted to create a waterblast effect, on a simillar principle like the one above, and to make it look good I need to use a mesh. For some UV tricks and Vertex Displacement. It needed to have a dynamic range.
We used LineTrace to project rays from our character outwards in the direction of the Waterblast. From that we can extract the length of the ray, and based on that length, we remaped that value to drive a float variable. This float variable is used to scroll a grayscale gradient texture up or down (Simple UV scrolling like you would do in any trail or something like that) and that is used as a opacity map.
We can also get the start and end point in of the LineTrace, and at the end point we have 2 different types of effects. One for when we hit something and one for when we miss. This is used to hide the cut at the main Waterblast mesh.
It’s nothing special really, just wanted to share this, cause I wasn’t sure if it would work, but it does
Hope this will help someone