Postshade - Dissolve Fx [Update 1.1]
QUICK GUIDE TO IMPLEMENT THE NODEGROUPS TO YOUR PROJECT!
Exposed Parameters:
Shader input : is basically where your base shader need to go in order to dissolve it.
Emissive Color : The emissive color component of your dissolving FX.
Evaluation : is the phase value of your dissolve factor, slide it (or Keyframe it) to make your material disappear and reappear.
Evaluation Intensity Remap : Just a simple multiplier to give you some more fine tuning control (Sometimes values needs to be tuned).
Evaluation Offset : is where your offset mask should go in order to drive the direction and the behavior of the dissolve.
Evaluation Offset Intensity : Is the amount of offset that is applied to the dissolve evolution.
Border Thickness : as the name suggest is the thickness of the emissive border in your dissolve evolution.
Emissive Intensity: basically the strenght of the emissive value that will comes out from the emissive border.
Noise Vector Coordinates : The Vector coordinates that will drive the projection of the noise dissolve on the mesh
Noise Vector Tiling: The Values that will allow you to stretch and squeeze the noise mask.
Noise Scale: Just the scale of the noise mask.
Noise Detail: The amount of details in the noise mask.
Noise Roughness: The Roughness amount in the noise mask.
Noise DIstortion: The amount of circular distortion in the noise mask.
--SETUP:--
0. Open a new scene or an existing one.
1. Go to File and then click on "Append":
2. Search for your PostShade_DissolveFX directory, open it and double click on the blend file.
3. Now navigate to Node Tree, and then select the two PostShade node group.
4. Hit Append!
5. Now Create a new Material in the material tab ,make sure you are on Eevee and that also you got Alpha Clip in Blend and Shadow Mode
6. Now we can move to the shader editor where we will have our standard nodes (Principled BSDF and a Material Output). SHIFT + A in the empty space and go to Search and type "PostShade". Select the "PostDissolveFX" one.
7.Plug your principled (or your already created shader output) in the Shader input socket and create a texture coordinate node (This will drive the way the noise will project on the Mesh)
8. Now you can start moving the Evaluation Parameter (and also play with the others) to see your mesh dissolving in Noise (Change the Noise Setting to achieve different Visual Looks).
9. Split your vector coordinates and plug a channel in the offset value to achieve directional fade. Experiment with other parameters and get your results.
10. ENJOY!
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Quick Tip: In order to achieve better results i strongly suggest to enable Bloom and Screen Space Reflections from the scene Tab.
feel free in any case to explore the demo files already stored in the .Zip ,you will find a base dissolve setup for a couple of shaders.
Just get in touch with me in case of need :).