rabidus-test/Assets/ShaderGraph_Dissolve/Readme.md

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2023-10-17 14:17:56 +03:00
##Dissolve ShaderGraph##
##HDRP v14.0.8
#Developped by nott
##Description
All shaders are created in ShaderGraph.
You can achieve more extensions through subgraph.
For instructions on SubGraph, please open the shadergraph panel to view.
# ATTENTION TO USER:
Directional dissolve needs to be achieved by controlling DissolveOffest or DissolveDirection.
Please confirm the coordinate system before use.
#Double Side
if you want use DoubleSided Mode, open ShardGraph and Enable DoubleSided Mode
##PARAMETERS
#BaseColor
#BaseMap
#NormalMap
#NormalScale
#Tiling
#Offest
#R_MetallicG_Occulsion,A_Smoothness
Channel packing consistent with Unity
#Metallic
#OcclusionStrength
#Smoothness
#OcclusionMap
#OcclusionStength
#RGB_SpecularMap,A_Smoothness
Channel packing
RGB SpecularMap
A Smoothness
#SpecularColor
#UseSpecularMap
Weight between SpecularColor and SpecularMap
#DissolveThe weight value of dissolving, 1 means all dissolving, and vice versa
#NoiseScale
Scaling of the noise mask
#NoiseUVSpeed
The flow velocity of the noise mask
#EdgeWidth
Dissolve boundary width
#EdgeColor
Dissolve boundary color
#EdgeColorIntensity
Color intensity of the border
#DissolveOffest
Dissolved offset point
#DissolveDirection
#DiertionEdgeWithScale
#DissolveDirection Is EulerAngle
The unit of DissolveDirection is Euler angle
#UseWorldSpace
The default is
Localspace
#UseWorldOrigin
It will only take effect when UseWorldSpace is turned on.
DissolveOffest origin is WorldOrigin