DISSOLVE using Unity Shader Graph
Why Stack Overflow recommends it
Stack Overflow users link it as the go-to reference for building a dissolve or disappearing effect in Unity shaders.
Recommended by 0 people across 0 different months, 2020 to 2022.
What it is
A 10-minute Brackeys tutorial on building a dissolve effect in Unity's Shader Graph, using noise and an alpha threshold with glowing edges. The project files are provided on GitHub.
What people said
Cites Daniel Lip · 2020-06 · Stack Overflow · on “How can I keep the main texture of the character when adding a new shader?”
I created a pbr shader graph. The problem is when I change the material to use the new shader the character texture is changing too. Is there a way to keep the original texture with the new shader ? This is a screenshot of the original material using with the character with the original shader : [LINK] This is the original textures : [LINK] This is the character mesh inspector settings with the script attached to it : [LINK] This is the new shader settings in the inspector : [LINK] This is the script : using System.Collections; using System.Collections.Generic; using UnityEngine; public class NewBehaviourScript : MonoBehaviour { public Shader _shader; // Start is called before the first fram
Cites Jan Husák · 2020-08 · Stack Overflow · on “Is there a way to use the build modifier as an animation to be exported to unity in blender?”
This is Blender specific modifier which can not be exported to Unity. I don't think there is a way to convert this modifier in any type of animation which would work in Unity. The only option is to create this functionality in Unity eaither as a script or a material / shader. Tutorial with similar (disolve) effect is here: [this video]
Cites José Guedes · 2022-05 · Stack Overflow · on “How can I "combine" these two materials/shaders in Shader Graph?”
I am using HDRP and Shader Graph. From what I researched, it seems that shaders can't be combined but that I can apply two materials. However, when I do, they aren't really combining as I was hoping they would. I have a character: [LINK] And I want to apply a shader to create a teleportation effect: [LINK] It slowly disappears with glowing edges. I learned this effect from this Brackeys video [this video] and I simply replaced the time node that connected to the Alpha Threshold and made everything disappear with a float that I intend to animate from script. When I add both materials to my skinned mesh renderer, two problems happen, independently of the order of the materials in the materials list