##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_Metallic,G_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