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► Advanced Dissolve ◄

Discussion in 'Assets and Asset Store' started by Arkhivrag, Feb 13, 2018.

  1. Arkhivrag

    Arkhivrag

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    Shader core features:
    • Dissolve using dynamic mask objects: Sphere, Box, Cylinder, Cone, Plane, Per-Axis (X,Y,Z). Simultaneously can be use 4 objects.
    • Multiple texture blend for alpha cutout and edge noise control.
    • UV, Triplanar and Screen-Space dissolve projection.
    • Various edge color controllers, including simple color, gradient and ramp textures.
    • Solid, Smooth and Noisy edges.
    • Color emission is visible to Global Illumination system.
    • Fully compatible with Unity post processing and image effects.
    • Includes Standard, Physically Based, Legacy, One Directional Light, VertexLit, Unlit, Particle, Unity Nature, SpeedTre and TextMesh Pro shaders.

    Shaders are Curved World compatibility.

    Try PC Build

    All_Demo_screens_part_1.jpg
    All_Demo_screens_part_2.jpg



    v2019.5
    • Updated for Unity 2019.2
    • Compatible with LWRP 6.9

    v2019.4
    • Added option to select Cutout texture channel.

    v2019.3
    • Updated for Unity 2019.1
    • Updated LWRP shaders to Lightweight RP v5.0
    • Updated TexMesh Pro shaders and editor
    • Added intensity controllers for Cutout source textures.
    • Added experimental feature for integrating Advanced Dissolve effects into ShaderGraphs shaders (check ReadMe file).

    v2019.2
    • Updated LWRP shaders to Lightweight RP v4.6

    v2019.1
    • Shaders are Curved World (http://u3d.as/awm) compatible.

    v2018.16
    • Fixed shaders not compiling if package is not inside main Assets folder.
    Now package can be placed anywhere inside project.

    v2018.15
    • Fixed Physically Based shaders not compiling on mobile platforms.

    v2018.14
    • Fixed GUI for Standard shaders.

    v2018.13
    • Improved Lightweight RP shaders, example scenes and package importer.

    v2018.12
    • Added Lightweight RP shaders (requires Unity 2018.2.5 or newer and Unity Lightweight Render Pipeline v3.0.0, check Packages folder).
    Note, LWRP shaders are temporarily bonus and will be released as a separate package.
    • Fixed shadows for Standard shaders.
    • Dropping support for Unity 5.6

    v2018.11
    • Added scenes from PC Demo. Remove Example folder before updating.

    v2018.10
    • With new completely re-written core algorithm dissolve effect now can be used in diffuse and emission part of the shader separately and allows to use even dark colors (e.g. black) for dissolve edge color.
    • Added new mask types: Cylinder and Cone.
    • All mask types now can use 4 objects simultaneously.
    • Added transparent shaders support.
    • Added Screen-Space dissolve.
    • Added new texture types to be used with edge color (dynamic gradient, MainMap, custom color texture).
    • Edge color can be Solid or Smooth.
    • Added edge UV distortion effect.
    • Improved light emission part and better integration with Global Illumination system.
    • Improved material editor, example scenes and documentation.
    • Many other improvements and optimizations.

    v2018.9
    • Added particle shaders
    • Added TextMeshPro shaders

    v2018.8
    • Plane and Sphere masks can use multiple objects.

    v2018.7
    • Fixed shader compilation errors in Unity 2018.1

    v2018.6
    • Box mask supports non-uniform scale

    v2018.5
    • Added Box mask option.
    • Material editor options effected by Global Controller are grayed out (rendered disabled).
    • Bug fixes.

    v2018.4
    • Compatible with Unity 5.6

    v2018.3
    • Added shader parameters Global Controller.
    • Added Cutout option for the MainTexture. Material will behave as common Alpha Cutout shader.
    • Added Mobile One Directional Light shader
    • Added SpeedTree and Unity Nature (tree) shaders.

    v2018.2
    • Added physically based shaders (metallic and specular).
    • Triplanar dissolve effect now can be activated directly from the editor without changing material shader.
    • Fixed shader compilation errors.

    v2018.1
    First release.



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    Last edited: Jul 31, 2019
  2. Arkhivrag

    Arkhivrag

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    SpeedTree and Unity Nature (trees) dissolving:




    TextMesh Pro compatible:




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    Last edited: Jun 18, 2018
  3. SBS_User

    SBS_User

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    Wow just wow :) :) :)
     
  4. lookx2

    lookx2

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    Amazing! Wonder if it support mobile, anyway it's great!
     
  5. Arkhivrag

    Arkhivrag

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    Mobile Unlit, VertexLit and One Directional Light shaders are included.



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    Last edited: Dec 16, 2018
  6. sybere

    sybere

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    Hi.

    Any news? Can i ask how much is the planned price?
     
  7. Foriero

    Foriero

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    Hi, will it work with SpriteRenderer? Will it work with Spine ( EsotericSoftware ) shaders?

    http://esotericsoftware.com/spine-unity

    Would it be possible to try it with their example scene and show us some nice appearing and disappearing effects on their characters, PLEASE.

    How about UI Image?

    Marek.
     
  8. Arkhivrag

    Arkhivrag

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    Advanced Dissolve is a collection of custom hand-written shaders and can not be replaced with other shaders. It is possible to integrate effect in other shaders but do not offer it as a feature.
    Currently there are not sprite or UI shaders (added to wishlist).



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  9. Arkhivrag

    Arkhivrag

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  10. twitchfactor

    twitchfactor

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    Amazing and exactly what I was looking for (recently). Quick question, does it work on Macs?
     
  11. Arkhivrag

    Arkhivrag

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    Yes, even on mobiles.



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  12. twitchfactor

    twitchfactor

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  13. Arkhivrag

    Arkhivrag

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  14. Arkhivrag

    Arkhivrag

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    Next week will be available new update:
    • Will be added feature to make standard cutout from the MainTex, like default AlphaTest shaders do.
    • Global controller for dissolve effects. Efficient way for animating multiple materials just from one script.
    • SpeedTree and Unity Nature shaders
    • Mobile One directional light shader




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  15. Trungdv

    Trungdv

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    Do you need to create new material for each object which you need to dissolve? If I have a big object which contains hundred of materials, do I need to manually create all new materials for them?
    This is the only big question I have, because I have purchased many dissolve shaders on AssetStore, but there is no asset which do not need to create new material to work :(
     
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  16. Arkhivrag

    Arkhivrag

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    Advanced Dissolve is not Image Effect, it's a common per-material effect.
    On those hundreds of materials you will have to just change shader.



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    Last edited: Mar 26, 2018
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  17. Festina_Lente

    Festina_Lente

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    Amazing shader! I am looking for the same functionality like dynamic sphere mask does, but with scaleable cube instead of sphere. Is is possible to implement it? What I am looking for exactly is how to hide part of geometry within another mesh.
     
  18. Arkhivrag

    Arkhivrag

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    If I find an optimized solution.



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  19. Anusain_Mv

    Anusain_Mv

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    hello,
    My organization have purchased your asset "advanced-dissolve" and i am just checking it out. its a good asset.
    i have a question that, i want to use this effects only when a plane touches the game object and only effects that game object not the others just like your doing in sample scene with sphere.
     
  20. Arkhivrag

    Arkhivrag

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    With Plane mask you can not achieve it. Plane has no bounds, all pixels on the 'positive' side of the plane are under mask influence.

    New update will include new Box mask feature, it may be what you are looking for.





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  21. CptDustmite

    CptDustmite

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    Has this been tested on VR too?

    I have bought some other dissolve effects and found that the meshes disappear at certain camera angles, suspect to do with their transparency. Is there any way I could get a demo of this to test if it meets my needs before I purchase it?
     
  22. Anusain_Mv

    Anusain_Mv

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    yes i am looking for this..
     
  23. Arkhivrag

    Arkhivrag

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    Tested on Oculus Rift. No problems found.


    Unlit and VertexLit shaders have no meta pass and do not emit dissolve color. But do have edge color.


    Already released.



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  24. Arkhivrag

    Arkhivrag

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    Example scene 1. Default Mask will be slow on mobile because Global Illumination is updated on every frame.
    Open script AnimateCutout.cs and delete or comment line 35
    Code (CSharp):
    1. RendererExtensions.UpdateGIMaterials(mRenderer);
    Scene runs fast (38fps) on old Huawei Y330
    upload_2018-4-5_14-1-19.png

    Note, GI may not be supported on your mobile.



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    Last edited: Apr 5, 2018
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  25. Ziboo

    Ziboo

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    Hello,

    How hard would that be to adapt to a custom shader done with AmplifyShaderEditor ?
    Do you have cginc, include that we can easily implement ?
    Thanks
     
  26. Arkhivrag

    Arkhivrag

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    As a shader programmer I can say that it is very easy. But I do not advertise it or provide such support. You can manually investigate shaders. All of them share the same Dissolve methods.



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    Last edited: Apr 7, 2018
  27. ibyte

    ibyte

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    Hi Davit, I purchased your dissolve shader when it first came out and now I am looking to use it. Is it possible to setup where I have two sets of objects located in the same space and I dissolve out one set and dissolve in the other set at the same time using say a sphere? Similar to the Plane and Sphere Mask Example? Also, If used on a fair number of objects would the cost be too great for this effect in VR?
     
    Last edited: Apr 9, 2018
  28. ibyte

    ibyte

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    So I used your example and added support for a second material on the Plane and Sphere mask script. I set the other material to have the inverse flag set. I called one material outside and the other material inside. This gave me the effect I was looking for.



    Now, I need to figure out how to handle the different floor materials now. Should I just use 4 material slots? Hmm actually I think a material combine would be better? yes.
     
  29. Arkhivrag

    Arkhivrag

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    Mask is just a common shader parameter (like Color or MainTexture, for example) and if several materials need to have different values of that parameter, then yes, you need unique materials for each one.



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  30. SilverStorm

    SilverStorm

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    So this means that it doesn't work with the standard shader right? Because for a cutscene standard shader looks good and I want to make my character dissolve into view but the shaders you provided look very basic and it means I have to change shaders after the character dissolves in and that will be noticeable going from one shader to another?
     
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  31. mslong

    mslong

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    Hello,
    First, just want to say great asset! My team however found an issue in our GearVR app that we've tracked down to using your StandardShader variant that was causing our scene to drop 30fps when the shader was in view.
    I don't imagine you've tested with the Gear, so just wanted to inform you of the potential performance hit with your asset.

    It's still a great asset for standalone tho!
    Thanks,
    Max
     
  32. castor76

    castor76

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    Hello.

    I saw standard shader support for this asset. Is this mean it works on the deferred rendering path? ( not rendering after deferred rendering as forward, but the actual deferred path rendering.)
     
  33. truegod1205

    truegod1205

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    Hello~
    Can I control multiple sphere masks at the same time?
    I tried to mask multiple region , but only one mask works.

    Thx
     
  34. Arkhivrag

    Arkhivrag

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    Package includes Unity Standard shader with integrated Advanced Dissolve features.


    Thanks.


    Advanced Dissolve is integrated directly into the Unity Standard shader. Works the same way.


    One mask object only.
    One plane or one sphere or one box.



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  35. maxaud

    maxaud

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    Will the capability of having multiple masks be available in a future update do you think?
     
  36. Yogesh_MV

    Yogesh_MV

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    @Arkhivrag
    Hello,
    i am using this asset (dissolve property) but facing some issue's with that, please help.
    i am creating a material at run time and assigning standard_sm3 or Standard_sm4 shader to my material after that am using it dissolve property but not getting proper result it's not dissolving properly switching texture instantly (not getting result like example scenes you provided) can you help me with this.
     
  37. Arkhivrag

    Arkhivrag

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    Currently not planed. Added to a wish-list.


    Can help only if problem is with the shader. With custom scripts, no.



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  38. Yogesh_MV

    Yogesh_MV

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  39. Arkhivrag

    Arkhivrag

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    You may need to enable/disable specific keyword after creating material using script.

    Dissolve mask keywords:
    1. _DISSOLVEMASK_NONE
    2. _DISSOLVEMASK_AXIS_LOCAL
    3. _DISSOLVEMASK_AXIS_GLOBAL
    4. _DISSOLVEMASK_PLANE
    5. _DISSOLVEMASK_SPHERE
    6. _DISSOLVEMASK_BOX

    Alpha source:
    1. _DISSOLVEALPHASOURCE_MAIN_MAP_ALPHA
    2. _DISSOLVEALPHASOURCE_CUSTOM_MAP
    3. _DISSOLVEALPHASOURCE_TWO_CUSTOM_MAPS
    4. _DISSOLVEALPHASOURCE_THREE_CUSTOM_MAPS

    Global control:
    1. _DISSOLVEGLOBALCONTROL_NONE
    2. _DISSOLVEGLOBALCONTROL_MASK_ONLY
    3. _DISSOLVEGLOBALCONTROL_MASK_AND_EDGE
    4. _DISSOLVEGLOBALCONTROL_ALL

    Enable triplanar using: _DISSOLVETRIPLANAR_ON
    Main texture cutout using: _MAINTEXCUTOFF_ON

    Check more info about Material.shaderKeywords.



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  40. Yogesh_MV

    Yogesh_MV

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    @Arkhivrag
    thanks for this info i am using these keywords to create material with standard_sm3 shader attached init at run time but dissolve function is not working correctly on that material behaving oddly. but when i mouse click on that material at inspector or select shade model sm3 in it. than it's work fine.
     
  41. Arkhivrag

    Arkhivrag

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    Quite difficult for me to guess what you mean by not working correctly. Some screenshots or may be video will be very helpful.



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  42. maxaud

    maxaud

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    Is it possible to deactivate and activate a new mask object?
     
  43. Arkhivrag

    Arkhivrag

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    Yes, you will need to activate/deactivate mask keywords:
    1. _DISSOLVEMASK_NONE
    2. _DISSOLVEMASK_AXIS_LOCAL
    3. _DISSOLVEMASK_AXIS_GLOBAL
    4. _DISSOLVEMASK_PLANE
    5. _DISSOLVEMASK_SPHERE
    6. _DISSOLVEMASK_BOX
    Check 3. Plane and Sphere Mask example scene and PlaneAndSphereMask script used there.



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  44. Arkhivrag

    Arkhivrag

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    This week update will include multi Plane and Sphere mask. Optionally 4 objects can be used.
    Advanced Dissolve - multi sphere mask.gif



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  45. ikemen_blueD

    ikemen_blueD

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    Will it work with DirectX 11 Low Poly Shader?
     
  46. XCO

    XCO

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    Will these work in UNITY 2018 HDRP ?
     
  47. Arkhivrag

    Arkhivrag

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    No.
    (Will think about integration)

    Currently No. HDRP and the whole scriptable render pipeline still is in preview mode. Waiting for official release.



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  48. Cris_2013

    Cris_2013

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    Hi, many thanks for this asset, it works great and achieve awesome results. I would like to use it in combination with TextMexh Pro, specially now that it is fully integrated with Unity. Are you planing on supporting it?
     
  49. Arkhivrag

    Arkhivrag

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    textmeshpro.gif

    Working, but as the source for the TextMeshPro is not available material editor for the the shader will be a little bit messy:
    upload_2018-6-6_17-23-22.png



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  50. Cris_2013

    Cris_2013

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    That is awesome, many thanks for spending the time to look into it. Is there any way you can share this shader with us before the next update of the asset in the store?