How do I use the 2D shader graph to dissolve my pixel art sprite pixel by pixel?

I know how to do a normal dissolve effect, I just have no idea how to do it pixel by pixel on my pixel art sprite (I want to do this because a high res dissolve effect just doesn’t fit into my pixel art game). If that isn’t possible, is it at least possible to downscale the dissolve effect to be at a certain resolution to give the illusion that my sprite’s pixels are dissolved. How would I achieve this in the shader graph?

Hi,

On high level, it would be something like this: Create a grayscale noise pattern. You could then use the gradient of colors (from black to white), to select what you show. Then it’s just a matter of adjusting the thresold from 0-1 to fade out your sprite.

For pixelation, you could adjust the scale of the “tiles” you want to use by manipulating your UV coordinates if your “pixels” aren’t actually a real pixel size.

EDIT: Looks like I have answered to a similar question, see this thread for an example graph:

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Hey @Chazzwazzler . Were you ever able to achieve this? I’m trying to achieve this now myself. Would love to hear about your process and outcome.

i started a thread here if you’re willing to share. Would really appreciate it!

@antonioniii did you try Olmi’s approach? I’ve done similar and that works to convert smooth gradient to pixelated.

His sample graph:

Thanks for the response @Lo-renzo .

I actually made another thread in which someone had a very accurate solution to what I was looking for: