I have a custom shader made in shader graph that dissolves a mesh. Like this:
As you can see, as you change a certain float’s value, DissolveFade, the mesh fades in and out. The shader graph on the material connected to the mesh looks like the picture below to the left. The subgraph, where the real magic happens, is on the right:
The basics of the shader is that it makes some simple noise, applies that to the alpha, and then raises and lowers the alpha clip threshold to “filter” some of those pixels in and out in a noisy pattern - make the dissolving effect. There’s also some work to the emission to give a glow around the edges.
This is pretty much based on the following tutorial:
My question is, how can I make this mesh, which already has this dissolve effect, additionally do a “dither” fade out? The fade out would be a consistent lowering of the model’s overall opacity - as in the whole mesh gets more transparent, in addition to the dissolve effect I already have working. This dithering fade out would be useful for when the player gets really close to the character, and I want the character partially transparent.
The effect I want to add is like this:
…but in addition to the effect I already have. Any help is much appreciated!