MK Nodes: Dissolve for Shader Graph
Michael Kremmel
$16.49
$32.99
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Build fully customizable dissolve effects in Shader Graph with modular masks, modifiers, appearance effects and vertex animation designed to work together. Mix, match and build your own look.Requirements:- Shader Graph- Unity 6.3 Or Newer- Universal Render PipelineCreate exactly the dissolve effect your project needs - directly inside Shader Graph.MK Nodes Dissolve is a modular toolkit of reusable Shader Graph nodes designed to work together - without locking you into a fixed master shader.Experiment, combine and create. Start with a mask, reshape it with modifiers, add stylized appearance effects, introduce vertex animation, or build your own combinations from the ground up.Choose from procedural, geometric, texture-based, UV, spatial and camera-driven masks. Add effects such as Burn, Holographic, Rainbow and Glitch, then bring the mesh itself to life with Twist, Scatter, Jitter, Wave, Implode and more.The toolkit is organized into four modular categories:Mask Generators • Mask Modifiers • Appearance Effects • Vertex AnimationUse a single node for a simple dissolve or combine multiple nodes to build layered, customized effects with full control over how the dissolve looks and behaves.Mix. Match. Customize. Build the dissolve effect you want inside the Shader Graphs you already use.Missing an effect you’d love to see? Let me know - the toolkit is designed to keep growing.42 modular Shader Graph nodes, organized into four categories:21 Mask Generators8 Mask Modifiers5 Appearance Effects8 Vertex Animation nodesDesigned around a fully modular workflow. Mask Generators create the dissolve data, Mask Modifiers reshape it, Appearance Effects add surface and dissolve-edge styling, and Vertex Animation nodes optionally deform the mesh.Nodes can be used individually or freely combined inside your own Shader Graphs.Mask nodes provide Alpha and Alpha Clip Threshold outputs for consistent integration, while Vertex Animation nodes provide modified Position, Normal and Tangent outputs for the Shader Graph vertex stage.

