I am wondering if it’s possible to get from the same shader the “look” that particles are emitted from silhouette of the dancer and spread out with displacementMap? ATM i have constantly present “ParticlesGPU_Mesh_Quad” filling out whole renderer. Maybe there is the (workaround) way to make just part of that visible through alpha value?
1- Do you mean out of the siluete?
Try to use several textures as a vector field, added to the tracking one.
2- As a emitter for the particles you can use pipet or contour tracking, and then send the data to the emitter texture.
It would be great to use the same vector filed texture obtained using metalica as a emitter… maybe a shader which transform this field in something useful for the emitter texture would be better for the performance.