r.nikolin 70532038ea | ||
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HDRP | ||
Utility | ||
HDRP.meta | ||
Readme.md | ||
Readme.md.meta | ||
Utility.meta |
Readme.md
##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