Been working on this for a few days and it’s finally looking something like I want it to. The inspiration was one of the effects in Control, the new Remedy game—there’s this really interesting sort of fluid / smoky distortion thing coming off some of the enemies (you can see an example around the 3:35 mark in this video) that I wanted to try to recreate. I’m not doing an actual fluid sim—it’s just a curl-noise offset applied each frame—but I think it works surprisingly well.
Next steps from here: making the “emitter” size scale with distance (right now it’s a constant size in texture space, which is pretty obvious when you move closer and farther away), then adding actual distortion and probably some color.
Newest version here for the thread preview: