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
- Download Shader Kit from the Unity Asset Store.
- Open your project in Unity. Go to Window → Package Manager, select My Assets, find Shader Kit, and click Import.
- Once imported, locate the SK_Dissolve sub-graph in your Project window under the Shader Kit folder. The file will have a
.shadersubgraphextension.
Usage
- Open the Shader Graph you want to add dissolve to (double-click the shader asset).
- In the graph editor, right-click on an empty area → Create Node → search SK_Dissolve.
- Place the node in your graph.
- Connect the Alpha output to your master stack's Alpha input.
- Connect the Edge output to add the highlight colour at the dissolve boundary — typically blended into your emission or base colour.
- 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.