Spherical Mask Dissolve Shader This shader is the combination of the two previous shader, the Dissolve shader and the Spherical Mask shader to get a "reveal world" kind of shader, something like you have experienced in games like Beyond Eyes . If you remember, in the Dissolve shader we used a _DissolveTexture to get a dissolve_value . Because the dissolve_value is in the range of (0,1) we needed an _Amount value to be subtracted from the dissolve_value so that the clip() function can discard all the pixels that has a dissolve_value < 0. In the Spherical Mask Dissolve shader we don't have an _Amount value, instead we have to compute it! To compute the _Amount value (that in this shader is called amount) , we use the technique showed in the Spherical Mask Shader. In the Spherical Mask Shader we checked if a pixel was inside of the player radius of action, if it was we color it, if it wasn't we let it in grayscale. Here we use the same logic to define
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