► Advanced Dissolve ◄

Has this been tested on VR too?

I have bought some other dissolve effects and found that the meshes disappear at certain camera angles, suspect to do with their transparency. Is there any way I could get a demo of this to test if it meets my needs before I purchase it?

yes i am looking for this…

Tested on Oculus Rift. No problems found.

Unlit and VertexLit shaders have no meta pass and do not emit dissolve color. But do have edge color.

Already released.

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Example scene 1. Default Mask will be slow on mobile because Global Illumination is updated on every frame.
Open script AnimateCutout.cs and delete or comment line 35

RendererExtensions.UpdateGIMaterials(mRenderer);

Scene runs fast (38fps) on old Huawei Y330

Note, GI may not be supported on your mobile.

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Hello,

How hard would that be to adapt to a custom shader done with AmplifyShaderEditor ?
Do you have cginc, include that we can easily implement ?
Thanks

As a shader programmer I can say that it is very easy. But I do not advertise it or provide such support. You can manually investigate shaders. All of them share the same Dissolve methods.

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Hi Davit, I purchased your dissolve shader when it first came out and now I am looking to use it. Is it possible to setup where I have two sets of objects located in the same space and I dissolve out one set and dissolve in the other set at the same time using say a sphere? Similar to the Plane and Sphere Mask Example? Also, If used on a fair number of objects would the cost be too great for this effect in VR?

So I used your example and added support for a second material on the Plane and Sphere mask script. I set the other material to have the inverse flag set. I called one material outside and the other material inside. This gave me the effect I was looking for.

Now, I need to figure out how to handle the different floor materials now. Should I just use 4 material slots? Hmm actually I think a material combine would be better? yes.

Mask is just a common shader parameter (like Color or MainTexture, for example) and if several materials need to have different values of that parameter, then yes, you need unique materials for each one.

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So this means that it doesn’t work with the standard shader right? Because for a cutscene standard shader looks good and I want to make my character dissolve into view but the shaders you provided look very basic and it means I have to change shaders after the character dissolves in and that will be noticeable going from one shader to another?

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Hello,
First, just want to say great asset! My team however found an issue in our GearVR app that we’ve tracked down to using your StandardShader variant that was causing our scene to drop 30fps when the shader was in view.
I don’t imagine you’ve tested with the Gear, so just wanted to inform you of the potential performance hit with your asset.

It’s still a great asset for standalone tho!
Thanks,
Max

Hello.

I saw standard shader support for this asset. Is this mean it works on the deferred rendering path? ( not rendering after deferred rendering as forward, but the actual deferred path rendering.)

Hello~
Can I control multiple sphere masks at the same time?
I tried to mask multiple region , but only one mask works.

Thx

Package includes Unity Standard shader with integrated Advanced Dissolve features.

Thanks.

Advanced Dissolve is integrated directly into the Unity Standard shader. Works the same way.

One mask object only.
One plane or one sphere or one box.

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Will the capability of having multiple masks be available in a future update do you think?

@Arkhivrag
Hello,
i am using this asset (dissolve property) but facing some issue’s with that, please help.
i am creating a material at run time and assigning standard_sm3 or Standard_sm4 shader to my material after that am using it dissolve property but not getting proper result it’s not dissolving properly switching texture instantly (not getting result like example scenes you provided) can you help me with this.

Currently not planed. Added to a wish-list.

Can help only if problem is with the shader. With custom scripts, no.

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You may need to enable/disable specific keyword after creating material using script.

Dissolve mask keywords:

  • _DISSOLVEMASK_NONE
  • _DISSOLVEMASK_AXIS_LOCAL
  • _DISSOLVEMASK_AXIS_GLOBAL
  • _DISSOLVEMASK_PLANE
  • _DISSOLVEMASK_SPHERE
  • _DISSOLVEMASK_BOX

Alpha source:

  • _DISSOLVEALPHASOURCE_MAIN_MAP_ALPHA
  • _DISSOLVEALPHASOURCE_CUSTOM_MAP
  • _DISSOLVEALPHASOURCE_TWO_CUSTOM_MAPS
  • _DISSOLVEALPHASOURCE_THREE_CUSTOM_MAPS

Global control:

  • _DISSOLVEGLOBALCONTROL_NONE
  • _DISSOLVEGLOBALCONTROL_MASK_ONLY
  • _DISSOLVEGLOBALCONTROL_MASK_AND_EDGE
  • _DISSOLVEGLOBALCONTROL_ALL

Enable triplanar using: _DISSOLVETRIPLANAR_ON
Main texture cutout using: _MAINTEXCUTOFF_ON

Check more info about Material.shaderKeywords.

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@Arkhivrag
thanks for this info i am using these keywords to create material with standard_sm3 shader attached init at run time but dissolve function is not working correctly on that material behaving oddly. but when i mouse click on that material at inspector or select shade model sm3 in it. than it’s work fine.