![]() ![]() There’s a few areas of the mesh that are floating, which supports the idea it’s a 2D noise value that’s being used. We can probably use a noise offset plus a global height value for the cutoff, which is great because Unity provides a few noise nodes out of the box. Usually, Unity only renders the front side as an optimisation.Ĭlearly, the shader isn’t just setting a single height value for the cutoff, because the lip of the sphere is incredibly uneven. Make sure that’s ticked, and Unity will render both the front and back sides of each triangle in the mesh. This suggests the shader uses two-sided rendering, which is an option in the Graph Settings. When we cut off those bits of the mesh, we can see the inside parts of the shell of the mesh. remove) those pixels above the dissolve cutoff threshold. From this, we can conclude that our shader can use opaque rendering - as opposed to transparent rendering, which is more expensive - and we can cull (i.e. The shader can clearly delete parts of the mesh, but each part that remains is fully opaque. Things get a lot more interesting when we start playing the effect. ![]() Who can solve the mystery of the missing dissolve? Dissolving the mesh Then we can quickly add a Base Color property and connect it directly to the Base Color output. ![]() That’s about all there is to say about the effect when there’s no dissolve yet! We’ll create a new lit shader in URP using Create -> Shader -> Universal Render Pipeline -> Lit Shader Graph, or in older versions of Unity, it might be Create -> Shader -> PBR Graph. ![]() We can tell, because there’s lighting variation on the sphere. The object seems to use Unity’s built-in lighting systems and a diffuse colour - we’ll probably want to use a Lit or PBR Shader Graph with a base colour or base texture. Let’s look at the dissolve effect when the actual dissolve is not yet active. Reverse Engineering the Dissolve Effect Basic colours This tutorial is aimed at people who have used a bit of Shader Graph before, and you’re looking for tips to take what you’ve learned and build your own effects.īy the way, I have a Discord server for people who are making things using shaders! If you want to share something you’ve worked on, see what others are doing, ask questions about shaders or otherwise just wanna hang out with others who like shaders, come join us!Īlso check out this tutorial on my YouTube channel maybe? Remember to subscribe too! Unity Basics aims to teach you a little part of Unity in an easy-to-understand and clear format. Using this knowledge, hopefully you’ll be able to adopt this mindset when looking at games you’ve played so you’ll be able to recreate some of the set pieces from them. In this tutorial, I’ll aim to uncover some tips you can use when making effects! We’ll look at an effect I’ve made before, and analyse its visual appearence to try and reverse-engineer how it was made. After following a few tutorials, I still see people unsure where to go from there, and I’ve certainly been in that position myself! It takes time to develop the skills to analyse effects made by others and take apart how those effects work, and probably even longer to come up with original effects yourself. A lot of people seem to struggle with shaders. ![]()
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