Shader Kit — Documentation

Technical reference for Shader Kit modules. Start here if you're setting up for the first time or troubleshooting.

SK_Dissolve

SK_Dissolve is a Shader Graph sub-graph that adds procedural dissolve effects to any shader. Drop it into an existing graph, wire up two outputs, and you have a fully configurable dissolve — no scripting required. Works out of the box with Built-In and URP. HDRP needs one extra step (see below).

Installation

  1. Download Shader Kit from the Unity Asset Store.
  2. Open your project in Unity. Go to Window → Package Manager, select My Assets, find Shader Kit, and click Import.
  3. Once imported, locate the SK_Dissolve sub-graph in your Project window under the Shader Kit folder. The file will have a .shadersubgraph extension.

Usage

  1. Open the Shader Graph you want to add dissolve to (double-click the shader asset).
  2. In the graph editor, right-click on an empty area → Create Node → search SK_Dissolve.
  3. Place the node in your graph.
  4. Connect the Alpha output to your master stack's Alpha input.
  5. Connect the Edge output to add the highlight colour at the dissolve boundary — typically blended into your emission or base colour.
  6. Make sure your material's surface type is set to Transparent (or Alpha Clip if you prefer hard edges).

Parameters

Parameter Range / Type Description
Dissolve Amount 0 – 1 Controls fade progress. 0 = fully visible, 1 = fully dissolved.
Edge Width Float Thickness of the highlight band at the dissolve boundary.
Edge Color Color (HDR) The highlight colour rendered at the dissolve boundary. Supports HDR for emissive glow.
Noise Scale Float Controls the scale of the procedural noise pattern driving the dissolve shape.

HDRP Setup

HDRP works but requires one manual step. In your Shader Graph, open Graph Settings (the cog icon in the toolbar) and under Active Targets, click the + button and add HDRP. Without this step the graph won't compile under HDRP.

FAQ

Does this work with URP Lit?

Yes. Create a URP Lit Shader Graph, add the SK_Dissolve node, and connect its outputs as described above. No additional configuration needed.

Can I change the dissolve pattern?

The pattern is driven by the Noise Scale parameter. You can also open the sub-graph directly and swap the noise node for any other texture or procedural node if you need a custom pattern.

Does it support multiple dissolve effects at once?

You can add multiple SK_Dissolve nodes to the same graph and blend or layer their outputs. Each instance has its own independent parameters exposed on the material.