Found the issue with the hemisphere shader and fixed it, so they're no longer opaque white. Not sure of the best way of visually communicating blast severity; I've added a blast anim to show damage via mesh color as radius increases during the anim, but might be a bit busy if lots of ammo boxes on a ship.
If I'd kept CASE I detonations as a smaller sphere blast instead of hemisphere, it would be a simple matter to just use a color gradient circular sprite; having to do it via mesh primitives would require stacked meshes for indicating different range increments (which would work for hemisphere), or a custom shader to have color do a gradient based on surface normal (which wouldn't)
Found the issue with the hemisphere shader and fixed it, so they're no longer opaque white. Not sure of the best way of visually communicating blast severity; I've added a blast anim to show damage via mesh color as radius increases during the anim, but might be a bit busy if lots of ammo boxes on a ship. If I'd kept CASE I detonations as a smaller sphere blast instead of hemisphere, it would be a simple matter to just use a color gradient circular sprite; having to do it via mesh primitives would require stacked meshes for indicating different range increments (which would work for hemisphere), or a custom shader to have color do a gradient based on surface normal (which wouldn't)