Shader "Unlit/DissolveNoClip" { Properties { _MainTex ("Texture", 2D) = "white" {} _MainTexCol ("Texture Color", Color) = (1,1,1,1) _NoiseTex ("Noise Texture", 2D) = "white" {} _AlphaCutOff ("Alpha Cut Off", Range(0,1)) = 1 _EdgeSize ("Edge Size", Range(0,0.5)) = 0.5 _EdgeColor ("Edge Color", Color) = (1,1,1,1) } SubShader { Tags { "RenderQueue"="Transparent" } LOD 100 ZWrite Off Blend SrcAlpha OneMinusSrcAlpha CGINCLUDE #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; fixed4 _MainTexCol; sampler2D _NoiseTex; fixed _AlphaCutOff; fixed _EdgeSize; fixed4 _EdgeColor; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); fixed4 noise = tex2D(_NoiseTex, i.uv); fixed dissolve = lerp(1,0,step(noise.r,_AlphaCutOff)); fixed dissolve2 = lerp(1,0,step(noise.r,_AlphaCutOff+_EdgeSize)); col *= _MainTexCol; _EdgeColor.rgb = lerp(col.rgb, _EdgeColor.rgb, smoothstep(0,0.1,_AlphaCutOff)); col.rgb = lerp(_EdgeColor.rgb, col.rgb, dissolve2); col.a = dissolve; col.a = saturate(col.a); return col; } ENDCG // Render inner faces Pass { Cull Front CGPROGRAM #pragma vertex vert #pragma fragment frag ENDCG } // Render outer faces Pass { Cull Back CGPROGRAM #pragma vertex vert #pragma fragment frag ENDCG } } }