A dissolve shader theory
by Lukas Joergensen · in Game Design and Creative Issues · 06/08/2012 (11:43 am) · 2 replies
So, I saw some videos about dissolve shaders:
http://www.youtube.com/watch?v=DceLSyaRnMA
And I just love the effect and I would love to have it in the T3D.
Unfortunately I don't have the time to learn about shaders and create this dissolve shader, so I thought I would just throw out some of my theories and ideas on how to make such a shader!
There should be a dissolve shader texture ( makes it easy to customize ) the texture would be a white to black gradient texture.
Then the shader would take the coordinate of the dissolve shader matching the coordinate on the diffuse texture, and add an alpha based on how white(or black) the dissolve texture is.
It could add a glow (multiply the diffuse color or add like orange color to it) in a border specified by the amount of white.
E.g.
Dissolve shader is 1 white ( full transparency )
Between 2-3 white it would gradually become more glowy and more transparent.
If it is more than 4 white it is fully visible( no change ).
The amount of white needed for the texture to go transparent could be defined by a shader constant so it could be animated from script.
This should be a fairly simple way of doing it! Only problem might be getting the transparency to work correctly ( haven't played with transparency )
http://www.youtube.com/watch?v=DceLSyaRnMA
And I just love the effect and I would love to have it in the T3D.
Unfortunately I don't have the time to learn about shaders and create this dissolve shader, so I thought I would just throw out some of my theories and ideas on how to make such a shader!
There should be a dissolve shader texture ( makes it easy to customize ) the texture would be a white to black gradient texture.
Then the shader would take the coordinate of the dissolve shader matching the coordinate on the diffuse texture, and add an alpha based on how white(or black) the dissolve texture is.
It could add a glow (multiply the diffuse color or add like orange color to it) in a border specified by the amount of white.
E.g.
Dissolve shader is 1 white ( full transparency )
Between 2-3 white it would gradually become more glowy and more transparent.
If it is more than 4 white it is fully visible( no change ).
The amount of white needed for the texture to go transparent could be defined by a shader constant so it could be animated from script.
This should be a fairly simple way of doing it! Only problem might be getting the transparency to work correctly ( haven't played with transparency )
About the author
IPS Bundle available at: https://www.winterleafentertainment.com/Products/IPS.aspx
#2
06/24/2012 (10:10 am)
Faked perlin noise and an alpha test should produce the same effect as well.
Torque Owner Kory Imaginism
innovative imaginations