This article records the production process of dissolve Effect (dissolution effect)
Software Environment
Unity 2018.1.2F1
Packages:lightweight Render Pipeline 1.1.11
Dissolve effect Final effect
Create Engineering and initial settings
New Project & New Scene;
Create lightweight Pipeline Asset, open vertex lighting with HDR, associate to graphics settings;
Placing the monkey Model in the scene, creating the default material Default,albedo = (25, 25, 25, 0)
The camera clear flags is set to solid Color = (0), FOV = 40;
The color Space of the Player settings = Linear;
Initial setting preview
Dissolve effects
Using simple noise nodes to generate a random alpha map, Alphaclipthreshold controls the display or concealment of the fragment with Alpha: When the fragment's Alpha < Alphaclipthreshold, the fragment is discarded, That is, hide does not show up.
Dissolve Shader Graph
Dissolve effect Preview
Dissolve Edge Glow Effect
Use the Step node to convert an alpha map to a black-and-white map, and the monochrome map is multiplied by color and entered into the emission;
Step Node: Returns 1 If the value of the input in was greater than or equal to the value of the input Edge, otherwise Returns 0.
Edge Glow Effect Shader Graph
Edge Glow Effect Preview
Post processing Effects
Select Main Camera, add component post Process layer (layer = postporcessing);
Post Process Layer
Create Post-process Volume (Gameobject, 3D Object, post-process Volume), set layer = Postprocessing,blend Distance = 1. Adjust the volume size to include the monkey model internally;
Post-process Volume
New post-processing Profile:
A) Add effect:color Grading (Mode = ACES)
b) Add effect:bloom (Intensity = 2, Threshold = 1)
Post-processing profile
After you add a post-processing effect, the final effect is as
Unity Shader Graph (ii) Dissolve Effect