Okay this is a somewhat complex one but basically I want to set up a transformation effect similar to that seen in the mid 00s Cartoon Danny Phantom. For those who were born either too late or too early to have seen the show the effect in question is that the protagonist manifests a ring of light around his waist which splits in half, one travelling up his body, one travelling down, and where the ring has passed allows the character to transform between his hero and civilian form ...
Now using Geometry nodes I have set up the basic concept of how the rings would manifest
Since it is hard to see the node tree essentially it is a mesh primative cylinder, utilizing a bounding box to set the radius and height, with map ranges to transition the rings from 0 to the bounding box value and color ramps affording more control, allowing me to drive the entire effect from a single slider, so the cylinder grows to it's full radius and then grows to encompass the mesh, currently a cub for reference. The cylinder is then converted to rings by deleting the side faces, converting the remaining faces to curves and back to mesh, using a curve circle with another map range/color ramp combo to set it up that the rings grow to their full thickness as they grow to their full radius, then shrink back to nothing by the time it reaches their full height. The end portion is a merge by distance and delete geometry, the latter powered by an edge neighbors node so that, when unneeded, the rings are deleted.
For reference here is the effect with the section converting the cylinder to rings muted.
Now the part that I am asking for help for; Right now what I have rigged up is simply the rings forming and washing over a mesh. What I want is to rig up a transition in which if the mesh, which would be a character with additional mesh such a clothes and hair, would switch between two shaders depending on whether the mesh is inside the cylinder or outside. Now I am aware that I could just rig it up with a set of boolean nodes, one to difference and one to intersection, with one character set up to colour scheme A and one set up to Colour scheme B.
However if possible I would like to achieve an effect similar to what is seen at around the 12:04 mark of this video: https://www.youtube.com/watch?v=zHkLN0QT7as&t=777s in which the transition iteslf is masked by a band of an emission texture on the mesh itself.
Personally I am stumped so I figure I'll ask for help.
For the record the final transition would be controlled by a driver run by a custom property a major bone in the rig so if the solution requires separate node trees and objects it'll work since I can slave all the trees to the same driver.