Tried a little experiment I had in mind: create a shader that implements a dissolve based on dithering. Not perfect, but I got it running!
Made with #unity3d's ShaderGraph (more details in thread) #gamedev#unitytips
This is a technique I've seen in a couple of recent games, including Mario Odyssey. Whenever Mario is obstructed or faded when camera is too close, dithering is used for these half-transparencies. Like here 👇🏻
Here's a couple of pics of the effect again. I have hand-drawn the texture, so it's not the best pattern ever :)
Here's the ShaderGraph graph, and the 16x16 texture I've used to drive the dots.
As I step the texture to different brightness levels and use the result for the transparency of the Master node, I get a dithered vanish effect. #unity3d#unitytips
The shader is not transparent: it's opaque but visibility is driven by the clipping.
An extra bonus of this technique is that it gives the object a shadow that will have holes in it and disappear. If it were to be semi-transparent, the shadow wouldn't fade away.
• • •
Missing some Tweet in this thread? You can try to
force a refresh