Dissolve
Dissolve drives the mesh’s alpha through a noise texture and an animated cutoff, with a configurable HDR edge glow. It is the workhorse for vanishing characters, teleport effects, ghost spawns, and burn-away props.
Cutoff animated from intact to fully dissolved with an HDR edge glow.
When to use it
- Teleports and spawns — fade characters in or out with a glowing edge.
- Burn-away — fire or lava-tinted edges.
- Magic casting — a high-saturation edge color with a slow cutoff.
- Vanishing FX — quick destruction feedback.
Difference from Fade by Distance
How it works
The shader samples _DissolveTexture per pixel, subtracts _DissolveCutoff, and clips pixels below zero. A second band — pixels within _DissolveEdgeWidth of the threshold — receives the HDR _DissolveEdgeColor. Vertex color can optionally drive the cutoff direction so the dissolve starts from a specific area.
The same material intact and mid-dissolve. Drag to compare.
Properties
Usage
- Enable Dissolve and assign a tileable noise (Voronoi, Worley, or fractal).
- Pick an edge color — fire orange, magic cyan, ghost green.
- Drive Cutoff from script or Timeline, 0 to 1 over the desired duration.
- For a bottom-up dissolve, set Direction to WorldY.
StartCoroutine(LerpFloat(material, "_DissolveCutoff", 0f, 1.05f, 2.0f));
material.SetColor("_DissolveEdgeColor", new Color(0.3f, 1.4f, 2.8f));Tips & gotchas
- A cutoff above 1.0 fully hides the mesh — animate just past 1 to guarantee no leftover pixels.
- Keep the edge color HDR (intensity above 1) for the glow to bloom.
- Vertex-color direction needs painted vertex data, which Polybrush makes trivial.
- Pairs with Hologram for the canonical sci-fi “rezzing out” shot.
Related
- Hologram — dissolve while holo-flickering.
- Vertex Colors — drive the dissolve direction.
- Emission — the edge glow shares the bloom pipeline.
- Hit Effect — pair with dissolve for combat finishers.
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