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How To Use?

Please create a new shader, and then specify the shader: AppsTools/Dissolve-Disappear and Appear

The specific explanation of each Shader attribute is as follows:

Fill(“Fill”, Float) = 1 //Filling value, which can be world coordinates or local coordinates
[Toggle]
Invertmask(“Invert mask”, Float) = 0 //Whether to invert
Cutoff( “Mask Clip Value”, Float) = 0.5 //Mask Clip Value
[HDR]
Borderwidth(“Border width”, Float) = 0 //Transition edge width
[HDR]Bordercolor(“Border color”, Color) = (0,0,0,0) //Excessive edge color
[HDR]
Fillcolor(“Fill color”, Color) = (1,0.5514706,0.5514706,1) //Internal fill color
Noisescale(“Noise scale”, Range( 0, 20)) = 0 //Noise scale
_Noisespeed(“Noise speed”, Vector) = (0,0,0,0) //Noise speed
[Toggle]
Layernoise(“Layer noise”, Float) = 0 //Whether to use noise layer
[Toggle]Worldcoordinates(“World coordinates”, Float) = 0 //Whether to use world coordinates
[Toggle]
Enablerimlight(“Enable rimlight”, Float) = 1 //Enable edge light
[HDR]Rimlightcolor(“Rimlight color”, Color) = (0,0.8344827,1,1) //Rimlight color
_Rimlightpower(“Rimlight power”, Float) = 3.5 //Edge light power
_Rimlightscale(“Rimlight scale”, Float) = 1 //Edge light size
_Rimlightbias(“Rimlight bias”, Float) = 0 //Rimlight bias
_Wave1amplitude(“Wave1 amplitude”, Range( 0, 1)) = 0 //Wave1 amplitude
_Wave1frequency(“Wave1 frequency”, Range( 0, 50)) = 0 //Wave1 frequency
_Wave1offset(“Wave1 offset”, Float) = 0 //wave 1 offset
_Wave2amplitude(“Wave2 amplitude”, Range( 0, 1)) = 0 //Wave2 amplitude
_Wave2Frequency(“Wave2 Frequency”, Range( 0, 50)) = 0 //Wave 2 frequency
_Wave2offset(“Wave 2 offset”, Float) = 0 //Wave 3 offset
_Albedo(“Albedo”, 2D) = “black” {} //Reflection texture
_Normal(“Normal”, 2D) = “bump” {} //Normal texture
_Emission(“Emission”, 2D) = “white” {} //Emitting texture
[HDR]
Basecolor(“Base color”, Color) = (0,0,0,1) //Basic color
Emissiontexspeed(“Emission tex speed”, Vector) = (0,0,0,0) //Emitting speed
_Emissiontextiling(“Emission tex tiling”, Vector) = (1,1,0,0) //Emitting texture tiling
_Mainoffset(“Mainoffset”, Vector) = (0,0,0,0) //Main texture offset
_Maintiling(“Maintiling”, Vector) = (1,1,0,0) //Main texture tiling
[Toggle]
Activatesecondaryemission(“Activate secondary emission”, Range( 0, 1)) = 0 //Enable secondary emission
Secondaryemission(“Secondary emission”, 2D) = “black” {} //Second emission luminous texture
[HDR]
Secondaryemissioncolor(“Secondary emission color”, Color) = (1,0.9724138,0,1) //Second emission color
Secondaryemissionspeed(“Secondary emission speed”, Vector) = (0,0,0,0) //Second emission speed
_Secondaryemissiontiling(“Secondary emission tiling”, Vector) = (1,1,0,0) //Second luminous texture tiling
_SecondaryEmissionNoiseDesaturation(“SecondaryEmissionNoiseDesaturation”, Range( 0, 1)) = 0 //Second luminous noise saturation
_SecondaryEmissionDesaturation(“SecondaryEmissionDesaturation”, Range( 0, 1)) = 0 //Second luminous saturation
_Secondaryemissionnoise(“Secondary emission noise”, 2D) = “white” {} //Noise texture
_Noisetexspeed(“Noise tex speed”, Vector) = (0,0,0,0) //Noise texture speed
_Noisetextiling(“Noise tex tiling”, Vector) = (1,1,0,0) //Noise texture tiling
_Noisetexopacity(“Noise tex opacity”, Range( 0, 1)) = 1 //Noise texture opacity
_Specular(“Specular”, 2D) = “black” {} //High light texture
_Smoothness(“Smoothness”, Range( 0, 1)) = 0 //Smoothness
_Occlusion(“Occlusion”, 2D) = “white” {} //Ambient light occlusion texture
_Bordertexture(“Border texture”, 2D) = “white” {} //Edge texture
[Toggle]
Tintinsidecolor(“Tint inside color”, Range( 0, 1)) = 1 //Use internal color
[Toggle]_Activateemission(“Activate emission”, Range( 0, 1)) = 0 //Whether to activate self-illumination

Then, the main attribute: Fill Amount, you can use c# script to control it.

If you have any questions, please contact: appstools.net@outlook.com

文档更新时间: 2021-05-13 01:31   作者:admin