I won’t have access to my computer for a week so I can’t show how it’s made. But what i did was:
Draw a crack texture with a few “depth” layers in mind.
Add the texture to maya and start modeling in the cracks.
Planar uv mapping from Y.
4.In unity I animate the scale of this mesh. First it’s 0 scale (looks like a plane). Then i scale up Y during each impact to fake the depth.
To make the low fps I posterize time in the shader before scrolling textures. I used 12 steps I think.
I can show some wireframes etc later!