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Dissolve shader for Unity. You can create expressions that melt and disappear. Sample video ( https://twitter.com/okiuxio/status/1081448454696517633 ) The support version comes with a honeycomb-shaped resolve map that can be expressed like the second product image. This shader was created using Shader Forge ( http://www.acegikmo.com/shaderforge/ ). Released under the MIT license. Https://opensource.org/licenses/mit-license.php Change log ・ 2019/04/19 v0.12 Clipping Mask was added to the public properties. ・ 2019/01/05 v0.11 released

Import method

    1. Import "dissolve_shader.unitypackage" into Unity. 2. Since "dissolve / resolve_v0.11" has been added to the Shader tab of the material, installation is completed by selecting it. (The number of v0.11 changes depending on the version at that time.)

Property description -Color information for the Albedo model. Set the texture to apply to the model. -Albedo_Color Color information to multiply the Albedo texture. Use white unless you want to adjust the color. ・ Normal You can set a normal map. If you don't use it, you can leave it as None. -ClippingMask You can specify the display range with a texture. Displays the range specified by "white" and makes the range specified by "black" transparent. -Dissolve_map Set the texture for dissolve. The darker the grayscale, the faster it disappears. "Shaders / Dissolve / dissolve_map_samples" contains 3 sample textures in the regular version and 9 in the support version. -Dissolve_map_move dissolve Shifts the UV coordinates of the texture. If it doesn't disappear from the desired position but it's not enough to rewrite the texture, please adjust it by shifting it. -Use_time_elapsed_dissolve If checked, it will automatically disappear and appear over time. Check it if you want it to always appear and disappear. If this is turned on, the value of "dissolve" below will be ignored. -Adjusts how the dissolve object disappears. If you want to erase it at your favorite timing, change this value with animation etc. -Use_dissolve_scroll If checked, the resolve part will scroll automatically. -Dissolve_emission_color This is the emission color of the edge of dissolve. It glows when HDR is set. Only for this emission, the following "use_emission" is enabled even if it is off. ・ Use_emission Check to enable emission. Su. In most cases, check only if you have a texture for emissions. -Emission_map If there is a texture for emission, please set it. -Emission_color The color of the emission. If there is emission_map, it will be multiplied. -Use_heightmap Check to enable parallax display using Heightmap. -Heightmap Set the texture containing the height difference information. -Height_scale Adjusts the scale of the high part of the Heightmap. -Depth_scale Adjusts the scale of the lower part of the Heightmap. -Use_speclar Check to enable strong reflection. It can be used for expressions such as shine. -Specular_smoothness Adjusts the smoothness of reflections. The smaller the value, the more matte it looks, and the larger the value, the more glossy it looks. -Specular_power Adjusts the power of reflection. The strength of the influence from the light source changes. -Use_Rimlight Check this when using rim light. -Rimlight_map Set when specifying the rim light with a texture. -Rimlight_power This is the strength value of the rim light. -Rimlight_color The color of the rim light. -Min_brightness This is the minimum guaranteed value for brightness. The brightness is set when there is no light source. The closer it is to 1, the more it behaves like Unlit. If you put it in, the parallax display using Heightmap will be enabled. -Heightmap Set the texture containing the height difference information. -Height_scale Adjusts the scale of the high part of the Heightmap. -Depth_scale Adjusts the scale of the lower part of the Heightmap. -Use_speclar Check to enable strong reflection. It can be used for expressions such as shine. -Specular_smoothness Adjusts the smoothness of reflections. The smaller the value, the more matte it looks, and the larger the value, the more glossy it looks. -Specular_power Adjusts the power of reflection. The strength of the influence from the light source changes. -Use_Rimlight Check this when using rim light. -Rimlight_map Set when specifying the rim light with a texture. -Rimlight_power This is the strength value of the rim light. -Rimlight_color The color of the rim light. -Min_brightness This is the minimum guaranteed value for brightness. The brightness is set when there is no light source. The closer it is to 1, the more it behaves like Unlit. If you put it in, the parallax display using Heightmap will be enabled. -Heightmap Set the texture containing the height difference information. -Height_scale Adjusts the scale of the high part of the Heightmap. -Depth_scale Adjusts the scale of the lower part of the Heightmap. -Use_speclar Check to enable strong reflection. It can be used for expressions such as shine. -Specular_smoothness Adjusts the smoothness of reflections. The smaller the value, the more matte it looks, and the larger the value, the more glossy it looks. -Specular_power Adjusts the power of reflection. The strength of the influence from the light source changes. -Use_Rimlight Check this when using rim light. -Rimlight_map Set when specifying the rim light with a texture. -Rimlight_power This is the strength value of the rim light. -Rimlight_color The color of the rim light. -Min_brightness This is the minimum guaranteed value for brightness. The brightness is set when there is no light source. The closer it is to 1, the more it behaves like Unlit. Check this if you want to use ght rim light. -Rimlight_map Set when specifying the rim light with a texture. -Rimlight_power This is the strength value of the rim light. -Rimlight_color The color of the rim light. -Min_brightness This is the minimum guaranteed value for brightness. The brightness is set when there is no light source. The closer it is to 1, the more it behaves like Unlit. Check this if you want to use ght rim light. -Rimlight_map Set when specifying the rim light with a texture. -Rimlight_power This is the strength value of the rim light. -Rimlight_color The color of the rim light. -Min_brightness This is the minimum guaranteed value for brightness. The brightness is set when there is no light source. The closer it is to 1, the more it behaves like Unlit.

Disclaimer -The creator Kiwee ​​shall not be liable for any troubles, losses or failures caused by the use of this data.

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