   Designing a Crumple Shader
  I've gotten into shaders a little bit in the past couple of months, and my friend and I are trying to figure out how to perform a crumple shader. Here is an example of what we area trying to accomplish:http://www.adrants.com/images/honda_accord_crosstour_rpa_elastic.jpgWe can pull off the glow effect and volumetric lighting, it is just the crumpled-up lighting effects on the figure that we cannot figure out. I believe it is some type of flat shading only there is some degree of shading variation in the faces. Maybe this can be achieved with some flavor of vertex lighting?ALSO: Does anyone know how to setup code and URL links in threads? I cannot seem to find these controls when writing posts. Thanks in advance!   
  For me it also looks a lot like flat shading.Maybe it's just flat shading with an overlay of transparent "light ray" polygons.For inner-triangle variation with hard edges you might use a normal map that contains the non-interpolated normals for the faces, i.e. up to a certain point you would store the normal of vertex one and then change and store the normal of vertex two. Since this is relatively coarse effect a low-resolution normal map read with nearest filtering might be sufficient.You could also try and use some vertex attribute that you read in the fragmentshader and use normal of the vertex whose attribute value is greatest for a fragment, but I'm not sure on how you could get the normal of that vertex since normals are generally interpolated (or it's the same normal for every fragment) - maybe a normal map with nearest filtering would help here to.An example for the second: Use a 3d attribute, e.g. vertex color: each vertex defines red, green or blue.For each fragment the colors are interpolated, so you have to compare the 3 elements: if red is highest, then use the normal of vertex one, if green is highest then vertex 2 etc.As for the code and urls:use the [source] tags for code and plan html anchor tags for links.   