rabidus-test/Assets/ShaderGraph_Dissolve/Readme.md

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##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