Shader - Dissolve Effect - [Tutorial][C#]

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We dissolve object, based on the world position!

The water shader used:

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Really happy that you make shader tutorials, keep up the good work! :)

armo
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That mixed with shader that deforms or rotates or something for the dissolve and you can pull some awesome effects.

GameDevAraz
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"Ok this will be easy..." ha. Thanks for posting the video. There is a large learning curve for Unity, so IMO this video is no where near easy.

billythemusical
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Hey, so im having a difficult time understanding what this part of the code does:
...(tex2D(_MainTex, i.uv))*_DissolveSize);
I mean it works with just this also, clip(_StartingY + transition );
What are we adding to the transition when we add (tex2D(_MainTex, i.uv))*_DissolveSize)??
Thanks for the series, learning a lot !

zeal
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please make a tutorial on the low poly water shader that you are using.. Please!!

abdullahallkafi
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Why do I get a "syntax error: unexpected token 'sampler2D'" or "redefinition of 'float4'".

giuseppe
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your videos help a lot with creative ideas for making video games and it's awesome thank you 😁

chupi
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What's the best way to modify this to dessolve a object from the top to the bottom (or bottom to top) independend from the world position / rotation?

rpfake
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please make a video about use firebase realtime database to unity.

erdemoden
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Very nice tutorial but what happens if I wanna use a transparent metallic texture?
how to proceed?

RatoCavernaBR
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Hey N3K, love your vids ! Is the water in the background made with a shader ? If so, how is it done ?

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Nice video!
But isn't it better to keep speed and starting time not in a c# script but inside of a shader and make effect with something like:
float transition = ( _Time.y - _startingTime) * _speed + _DisolveY - i.worldPos.y;
That way you don't need to call SetFloat in every update. Only once at the beginning of the effect for _startingTime.
I think there will be difference if there are hundreds of objects to dissolve and it is mobile platform.

Knuckles
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Hi! How can I add Smoothness and Metallic sliders to the material with Unlit Shader?

AlbertogamerPc
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Sos un capo chabon! <3 Thanks for the videos!

xiexiemoonie
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Thank you very much for such a great tutorial!
I managed to create it easily, however, I could not make it dissolve by a custom texture. Why is that?

nguyenhienlinh
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Great vid N3k, im actually trying to do something similar but with a radius but i got stuck on this part

fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
fixed4 dis = tex2D (_DissolveTex, IN.uv_DissolveTex) * _Color;
float d = distance(_Center, IN.worldPos);

//clip(1 - (IN.worldPos.x / 2));
if (d > _Radius + _RingWidth)
{
o.Albedo = c.rgb;
}
else if(d > _Radius && d < _Radius + _RingWidth)
{
float trans =_Center - IN.worldPos + _Time.y;
clip(d + (trans + dis) * _RingWidth);
}
else
{
clip(-1);
}

Any tips?

FenrirVampire
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Cool shader. Btw, it's "dissolve"

Mandrarine
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Can you please make Card Game tutorial for mobile platform ?

viliamlapcak
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Your introduction at the very beginning ... it is called resolving/rematerializing ... dissolving would be the opposite.

VegasVoltyaa