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Super Dissolve is a dissolving tool, an extension of the basic dissolving shader. Take a point as the center and dissolve the target area by spreading outward.

We provide two shaders to support this feature

  1. SuperDissolve supports the transition between the two environments. For example, you need to switch scenes coolly.
  2. SuperDissolveCutOut supports the change from nothing to nothing. Conducive to do penetration and show up like performance.

Our demo provides some reference for use. In order to clarify the specific meaning, we will introduce the meaning of shader. Let’s introduce how to use it in detail below.

About SuperDissolve Shader, as shown below:

Position(“Position”, Vector) = (0,0,0,0)//The center, that is, where to change the center, it is the world coordinate
_Radius(“Radius”, Float) = 2.16//Change the specific size
[Toggle]
Invert(“Invert”, Float) = 0//Whether to invert
Borderradius(“Border radius”, Range( 0, 2)) = 0 //About the excessive edge radius
[HDR]
Bordercolor(“Border color”, Color) = (0.8602941,0.2087478,0.2087478,0) //About excessive edge color
Bordernoisescale(“Border noise scale”, Range( 0, 20)) = 0 //About excessive edge noise scaling value
_Noisespeed(“Noise speed”, Vector) = (0,0,0,0)//About excessive noise speed and direction
[NoScaleOffset]
Set1_albedo(“Set1_albedo”, 2D) = “white” {} //albedo texture of the first environment
[HDR]Set1albedo_tint(“Set1_albedo_tint”, Color) = (1,1,1,1) //albedo additional color of the first environment
[NoScaleOffset][Normal]Set1normal(“Set1_normal”, 2D) = “bump” {} //Normal of the first environment
[NoScaleOffset]Set1emission(“Set1_emission”, 2D) = “black” {}//Emission texture of the first environment
[HDR]Set1emission_tint(“Set1_emission_tint”, Color) = (1,1,1,1)//The emission intensity of the first environment
[NoScaleOffset]Set1metallic(“Set1_metallic”, 2D) = “white” {}//The metal texture of the first environment
Set1metallic_multiplier(“Set1_metallic_multiplier”, Range( 0, 1)) = 0//The metal strength of the first environment
Set1smoothness(“Set1_smoothness”, Range( 0, 1)) = 0//The roughness of the first environment
Set1tiling(“Set1_tiling”, Vector) = (1,1,0,0)//The main texture tiling of the first environment
Set1offset(“Set1_offset”, Vector) = (0,0,0,0)//The main texture offset of the first environment
[NoScaleOffset]Set2albedo(“Set2_albedo”, 2D) = “white” {} //albedo texture of the second environment
[HDR]Set2albedo_tint(“Set2_albedo_tint”, Color) = (1,1,1,1) //albedo additional color of the second environment
[NoScaleOffset][Normal]Set2normal(“Set2_normal”, 2D) = “bump” {}//Normal of the second environment
[NoScaleOffset]Set2emission(“Set2_emission”, 2D) = “black” {}//second environment emission texture
[HDR]Set2emission_tint(“Set2_emission_tint”, Color) = (1,1,1,1)//Emission intensity of the second environment
[NoScaleOffset]Set2metallic(“Set2_metallic”, 2D) = “white” {}//The metal texture of the second environment
Set2metallic_multiplier(“Set2_metallic_multiplier”, Range( 0, 1)) = 0//The metal strength of the second environment
Set2smoothness(“Set2_smoothness”, Range( 0, 1)) = 0//The roughness of the second environment
Set2tiling(“Set2_tiling”, Vector) = (1,1,0,0)//The main texture tiling of the second environment
Set2offset(“Set2_offset”, Vector) = (0,0,0,0)//The main texture offset of the second environment

About: SuperDissolveCutOut, as shown below:

The meaning is as follows:

Position(“Position”, Vector) = (0,0,0,0)//The center, that is, where to change the center, it is the world coordinate
_Radius(“Radius”, Float) = 2//The specific size of the change
[Toggle]
Invert(“Invert”, Float) = 0//Whether to invert
Noisespeed(“Noise speed”, Vector) = (0,0,0,0)//Noise speed and direction Vector
_Borderradius(“Border radius”, Range( 0, 2)) = 1//Edge radius
_Bordernoisescale(“Border noise scale”, Range( 0, 20)) = 0//Border noise scale
[HDR]
Bordercolor(“Border color”, Color) = (0.8602941,0.2087478,0.2087478,0)//Edge color
[NoScaleOffset]Albedo(“Albedo”, 2D) = “white” {}//albedo texture
_Albedo
tint(“Albedo_tint”, Color) = (1,1,1,1)//albedo additional color
[NoScaleOffset][Normal]Normal(“Normal”, 2D) = “bump” {}//Normal texture
[NoScaleOffset]
Emission(“Emission”, 2D) = “black” {}//emission texture
[HDR]Emissiontint(“Emission_tint”, Color) = (1,1,1,1)//emission intensity
[NoScaleOffset]Metallic(“Metallic”, 2D) = “white” {}//Metal texture
_Tiling(“Tiling”, Vector) = (1,1,0,0)//Main texture tiling
_Offset(“Offset”, Vector) = (0,0,0,0)//Main texture offset
_Cutoff( “Mask Clip Value”, Float) = 0.5//Mask Clip Value
_Metallic
multiplier(“Metallic_multiplier”, Range( 0, 1)) = 0//Metallic multiplier
_Smoothness(“Smoothness”, Range( 0, 1)) = 0//Smoothness

All shaders use Standard rendering. And use ARB_precision_hint_fastest mode.

文档更新时间: 2021-05-09 03:03   作者:admin