After playing Nex Machina for a while, the shattering effect which turns monsters and scenes into cubes really fascinated me and I can't hold my curiosity to explore how they made it. I have tried to google some relevant material but I only found a video which introduces the game engine theory of Nex Machina and a blog post which briefly shows and introduces how they made the effect.
According to the information I have gathered, this shattering effect is achieved via ray tracing and morphing technique, but I don't know how exactly they implemented this. I have found a "Ray-tracing morph" solution here but obviously, it can not achieve the "Cube" effect in Nex Machina.
Since no GDC talk or technical blog is found from Housemarque, we can only guess how they implemented this. Any discussion is welcomed!