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