Dissolve
The Dissolve module provides features for transitioning between a base appearance and a modified appearance in an aesthetically pleasing way. It can be used to transition from one base texture to another, or from the base color to a transparent appearance.
Dissolve Type
Type: Dropdown, Options:Basic/Point to Point/Spherical/Center Out
Defines the mode Dissolve shall operate as. This will define what settings appear for the type.
Dissolve Alpha
Type: Float, Range:0.0 - 1.0
Defines the main state of the Dissolve effect. 0.0 is the initial state, while 1.0 is fully Dissolved.
Animate this property to control the Dissolve state at runtime.
Softness
Type: Float, Range:0.0 - 1.0
This slider will soften the Dissolve Alpha to a certain extent, which can have a slight "blur" effect.
Debug Gradient
Type: Toggle
If enabled, will override the Dissolve with a gradient and draws a line that shows you the exact position of the Dissolve Alpha's value during the animation. Use this to help debug positioning errors, if any.
Gradient Options (Basic)
Dissolve Gradient
Type: Linear Texture (sRGB = Off)
Select a Linear gradient to use for the Basic Dissolve effect.
Point to Point Options
Space
Type: Dropdown, Options:Local/World/Vertex Colors/UV
Sets which coordinate basis to use for Point to Point Dissolve.
UV
Type: Dropdown, Options:UV0/UV1/UV2/UV3- Conditional: Requires Space set to
UV.
- Conditional: Requires Space set to
Sets which UV to use for Point to Point, if your model has a UV for the Dissolve to follow.
Start Point
Type: Float3- Default:
X = 0,Y = -1,Z = 0
- Default:
The 3D Point to start the dissolve at. For avatars, this should be set far enough away that changes in skinning (sticking arms/legs out) don't cause the dissolve to unintentionally trigger.
End Point
Type: Float3- Default:
X = 0,Y = 1,Z = 0
- Default:
The 3D Point to end the dissolve at. For avatars, this should be set far enough away that changes in skinning (sticking arms/legs out) don't cause the dissolve to unintentionally trigger.
Spherical
Center Point
Type: Float3- Default:
X = 0,Y = 0,Z = 0
- Default:
The 3D Point to start the Spherical Dissolve at. By default, this will be the direct-center of the Root Transform.
Radius
Type: Float
Determines the size of the Spherical Dissolve.
Invert
Type: Toggle
Inverts the Spherical Dissolve to implode instead of expand from the center.
Center Out
Mode
Type: Dropdown, Options:View Direction/Custom Direction/Light Direction- Default:
View Direction
- Default:
Sets how the Dissolve will behave with Center Out.
View Direction: Will use the Camera's POV to determine the Center Out direction.Custom Direction: Defines a custom direction to use for the Center Out.Light Direction: Uses the direction of Light to use as the Center Out direction.
Direction
Type: Float3- Conditional: Requires Mode set to
Custom Direction
- Conditional: Requires Mode set to
Chooses the Custom Direction of the Center Out on the Local X, Y, and Z axis.
Invert
Type: Toggle
Inverts the direction of the Center Out to implode instead of expand for the Dissolve.
Pixel Normals
Type: Float, Range:0.0 - 1.0
Uses the Pixel Normals on the Dissolve.
Linear
Type: Toggle
If enabled, will Dissolve Center Out linearly.
Dissolved
This area controls the overall behavior of the fully dissolved effect.
Alpha Only
Type: Toggle
If enabled, this will change the properties that are shown below. Alpha Only will assume priority over the Alpha rather than the Dissolve Color or Texture when fully Dissolved.
Color
Type: Color- Conditional: Requires Alpha Only to be disabled.
Sets the Color to use on the fully dissolved area.
Texture
Type: Color Texture (sRGB = On)- Conditional: Requires Alpha Only to be disabled.
Sets a Texture to use on the fully dissolved area.
If left empty, Dissolved Color will be used.
Emission
Type: Float, Range:0.0 - 20.0- Conditional: Requires Alpha Only to be disabled.
Hue Shift
Type: Toggle- Conditional: Requires Alpha Only to be disabled.
Enables/Disables hue shifting features for dissolved color. Unlike most sections, this toggle can be animated.
Color Space
Type: Dropdown, Options:OKLab/HSV- Conditional: Requires Hue Shift to be enabled.
Choice of Color Space to use for the Hue Shift. By default, it will be set to OKLab.
Learn about the difference of Color Spaces as documented in Color Adjust.
Mode
Type: Dropdown, Options:Hue Select/Hue Shift- Default:
Hue Shift - Conditional: Requires Hue Shift to be enabled.
- Default:
Shift
Type: Float, Range:0.0 - 1.0- Conditional: Requires Hue Shift to be enabled.
Fixed amount to shift the hue for the dissolved state only.
Speed
Type: Float- Conditional: Requires Hue Shift to be enabled.
Speed of the hue shift cycling for the dissolved state only. For reference, a speed of 1 corresponds to a full cycle of the hue shift every 20 seconds.
Alpha Ramp
Type: Vector Curve- Default:
X = 1,Y = 0,Z = 0,W = 1 - Conditional: Requires Alpha Only to be enabled.
- Default:
Vector curve ramp that can optionally fine tune the Alpha on the fully dissolved effect.
Gradient Noise
Type: Toggle
Enables the Noise modifier to the dissolve edge. The intensity is controlled by the Strength in this area. You can use a noise texture to create a more detailed edge, or use a pattern for a specific effect.
Mode
Type: Dropdown, Options:Texture/3D Dot Noise
Choice of which source to use for the Gradient Noise. By default, a Texture noise is required for the effect.
Texture: Uses a noise texture map to use for the effect.3D Dot Noise: Generates a grid to use for the effect.
Scale
Type: Vector- Conditional: Requires Gradient Noise Mode set to
3D Dot Noise
- Conditional: Requires Gradient Noise Mode set to
Adjusts the overall scale of the generated 3D Dot Noise.
Offset
Type: Vector- Conditional: Requires Gradient Noise Mode set to
3D Dot Noise
- Conditional: Requires Gradient Noise Mode set to
Configures a pivot offset of the generated 3D Dot Noise.
Speed
Type: Vector- Conditional: Requires Gradient Noise Mode set to
3D Dot Noise
- Conditional: Requires Gradient Noise Mode set to
Sets a continuously-animated speed value of the 3D Dot Noise.
Strength
Type: Float, Range:0.0 - 1.0
Controls how much the dissolve detail strength influences the edge. At high values, this may lead to "flashing" as the dissolve transitions in and out.
Edge Only
Type: Float, Range:0.0 - 1.0
Controls how much the Gradient Noise should only affect the Edge of the dissolve.
Edge Line
Type: Toggle
Enables options to configure a custom colored edge to be used for the effect.
Color 1
Type: Color
Configures the primary color to use for the Edge Line.
Gradient
Type: Toggle
If enabled, exposes additional properties that allows the dissolve edge to have a colored gradient. This will apply across the range of the edge.
Color 2
Type: Color- Conditional: Requires Gradient to be enabled
Configures the first gradient color to use for the Edge Line.
Color 3
Type: Color- Conditional: Requires Gradient to be enabled
Configures the second gradient color to use for the Edge Line.
Border 1
Type: Float, Range:0.0 - 1.0- Conditional: Requires Gradient to be enabled
Sets the location and intensity of the edge borders for the primary gradient.
Border 2
Type: Float, Range:0.0 - 1.0- Conditional: Requires Gradient to be enabled
Sets the location and intensity of the edge borders for the secondary gradient.
Blur 1
Type: Float, Range:0.0 - 1.0- Conditional: Requires Gradient to be enabled
Blurs the edge of the primary gradient.
Blur 2
Type: Float, Range:0.0 - 1.0- Conditional: Requires Gradient to be enabled
Blurs the edge of the secondary gradient.
Width
Type: Float, Range:0.0 - 0.5
Configures how wide the edge should appear.
Emission
Type: Float, Range:0.0 - 20.0
Applies how much Emission the Edge should produce. Values above 1 generally produce a glow in worlds with bloom.
Flip Side
Type: Toggle
This checkbox, if enabled, will essentially "flip" the edge line.
Wave Mode
Type: Toggle
Enables the ability to have the dissolved effect be bilaterial from the center of the dissolve gradient.
Wave Width
Type: Float, Range:0.0 - 1.0
Sets the total visible width of the wave.
Wave Bounds
Type: Dropdown, Options:Edge/Center/Loop
Sets the boundaries that the wave should only affect.
Continuous Dissolve
Type: Toggle
If enabled, will continuously animate the dissolve up and down in a wave shape pattern defined below.
Wave Shape
Type: Dropdown, Options:Sine/Triangle/Sawtooth/Square
Sets the source wave effect for what the continuous dissolve should use in the animation.
Speed
Type: Float
Sets the speed of the dissolve. At a value of 1, the dissolve will complete a full cycle (from 0 to 1 to 0) in about 2 minutes (125.7 seconds).
| Speed | Cycle Time (s)1 |
|---|---|
| 1 | 125.7 |
| 5 | 25.1 |
| 10 | 12.6 |
| 20 | 6.3 |
| 50 | 2.5 |
Range
Type: Multislider, Range:0.0 - 1.0
Sets the clamped range for the continuous dissolve animation.
Phase
Type: Float, Range:0.0 - 1.0
Sets which phase from the Wave Shape it should use.
Blend
Type: Dropdown, Options:Replace/Add/Multiply
Configures which blending modifier the Continuous Dissolve should use.
Vertex Height
Type: Toggle
Enables the ability to manipulate the vertices of the mesh with the dissolve.
Height
Type: Float
Sets how far the vertices should be moved with the dissolve.
Offset
Type: Float, Range:-1.0 - 1.0
Fixes an offset of the Vertex Height.
Easing
Type: Dropdown, Options:Smoothstep/Linear/Ease Out/Ease In
Sets how the vertex height transition should ease in/out.
Direction
Type: Vector
Sets a direction on the X, Y, and Z axis that the Vertex Height should travel.
Direction Space
Type: Dropdown, Options:Local/World
Which axis to use for the Direction, which can be either Local or World.
Direction Blend
Type: Float, Range:0.0 - 1.0
How much to blend with the Direction.
Dot Mask
Type: Float, Range:0.0 - 1.0
Sets how much Dot Mask to use.
Continue Past Peak
Type: Toggle
If enabled, the Vertex Height will continue to "inflate" past the set height after it's been dissolved.
Masking
Mask
Type: Data Texture (sRGB = Off)
A black and white (single channel) mask that controls where to apply the dissolve. Black will have no effect, while white will have 100% of the effect. Values in between will vary the strength of the dissolve effect.
Vertex Color
Type: Dropdown, Options:Off/Red/Green/Blue/Alpha
Uses the selected channel of the mesh's vertex colors to mask the dissolve effect.
Global Mask
Type: Dropdown, Options:Off/1R/1G/1B/1A/2R/2G/2B/2A/3R/3G/3B/3A/4R/4G/4B/4A
Select which Global Mask to use as the Dissolve Mask instead.
Output Dissolved
Type: Dropdown, Options:Off/1R/1G/1B/1A/2R/2G/2B/2A/3R/3G/3B/3A/4R/4G/4B/4A
This allows you to select which Global Mask to affect when it is fully dissolved.
Output Undissolved
Type: Dropdown, Options:Off/1R/1G/1B/1A/2R/2G/2B/2A/3R/3G/3B/3A/4R/4G/4B/4A
This allows you to select which Global Mask to affect when it is NOT dissolved.
Audio Link
Type: Toggle
Enables Audio Link to control Dissolve.
The settings in this section will only be visible when Audio Link is activated on the Material.
Alpha Band
Type: Dropdown, Options:Bass/Low Mid/High Mid/Treble/Volume
Selection for which audio band should control the Dissolve's Alpha Mod.
Alpha Mod
Type: Vector
Set the Min and Max values to apply when the audio band is audible or not.
| Channel | Function |
|---|---|
| Min | Amount Added or Subtracted from the Dissolve Alpha with no audio |
| Max | Amount Added or Subtracted from the Dissolve Alpha with max audio |
Detail Band
Type: Dropdown, Options:Bass/Low Mid/High Mid/Treble/Volume
Selection for which audio band should control the Dissolve's Detail Strength.
Detail Mod
Type: Vector
| Channel | Function |
|---|---|
| Min | Amount Added or Subtracted from the Dissolve Detail Strength with no audio |
| Max | Amount Added or Subtracted from the Dissolve Detail Strength with max audio |
Alpha Chrono Motion Type
Type: Dropdown
Which motion type to use for the Chrono Alpha. Chronotensity is an Audio Link feature that allows time-dependent features, which shaders alone cannot do. In this case, chronotensity is used to create a time-dependent rotation of the Dissolve Alpha.
Alpha Chrono Motion Options
- Motion Increases as intensity of the band increases
- Above but Smooth
- Motion moves back and forth as a function of intensity
- Above but Smoooth
- Fixed Speed Increase when the band is dark Stationary when light
- Above but Smooooth
- Fixed Speed Increase when the band is dark Fixed speed decrease when light
Alpha Chrono Band
Type: Dropdown, Options:Bass/Low Mid/High Mid/Treble/Volume
Which band to use for the Chrono Motion.
Alpha Chrono Speed
Type: Float
Sets the speed and intensity of the Chrono Alpha.
UV Tile Dissolve
Type: Toggle
Allows an alternative way to use UV Tile Discard with the use of Dissolve's effects instead.
If you prefer to use UV Tile Discard in a way that allows a sleek animation transition, this is the section to do it.
All the sliders listed for each UDIM target will reflect the same locations as described in UV Tile Discard. Please refer to the documentation page to see what they are.
Each Slider will independently treat it as a Dissolve Alpha for the described Column, with the addition of the target UDIM location being discarded at max value.
UV
Type: Dropdown, Options:UV0/UV1/UV2/UV3
Choice of which UV to use for the Tile Dissolve.
Discard at Max
Type: Toggle- Default:
On
- Default:
Enforces the Dissolve Tiles to be discarded once a UV Tile Dissolve reaches 1 on the slider. This is recommended to keep enabled for the most common setups.
Row X
Col Y
Type: Float, Range:-1.0 - 1.0
This property will appear for each Column for UV Tile Dissolve.
Refer to the table reference matching the same positions as described in UV Tile Discard for the UDIM targets these control.