Comparison:
Left side = Flow map shader
Right side = skinned mesh.
Left side = Flow Map shader. Simple quads, without bones or skinned weights.
Right side = bones and skinned weights using Spine 2D
The procedural mask controls the flow map's influence. Areas on the mask with a black value exert no influence 0%, while areas with a white value exert maximum influence 100%.
A closer view of the scrolling distortion on hair.
This flow map shader was an exploration to mitigate the need for complex illustration cutup, skinning, and keyframing in Spine2D. Hair and cloth animation can often take days to setup and animate. Rather than repeat that workflow for each new character, I wanted a shader solution that was flexible enough to set up and reuse in a matter of hours or less. In this example, I built a flow map shader proof of concept for the hair and cape.
More detail on my process and conclussions. https://docs.google.com/presentation/d/1Ym2ZCxQ6TMTwC61DbnA4-Z7BmaskHJUImUwHr1p3RJI/edit?usp=sharing