← All resources

Dissolve & Noise | Unity Shader Code Basics 10

Auto-discovered

Video / channel Beginner

Daniel Ilett

Visit resource ↗

Description

Daniel Ilett's Unity Shader Code Basics episode 10 is a hands-on HLSL walkthrough that builds a dissolve effect for Unity's render pipelines. The video is part of Ilett's long-running Shader Code Basics series, which pairs Inspector-driven materials with explicit shader code rather than Shader Graph alone.

The lesson implements Perlin-style noise in a reusable include, then drives alpha clipping from that noise so mesh fragments disappear in an organic pattern. It extends the dissolve with an optional emissive edge glow on a PBR-style master shader, showing how cutoff height, noise scale, and strength properties interact.

The pacing suits beginners who already know basic Unity materials and want to see how noise, step thresholds, and clip() relate in code. Prior episodes in the series cover URP setup and earlier shader topics, so viewers can follow the incremental style Ilett uses across the playlist.

Ilett's Shader Code Basics playlist is widely linked among Unity developers learning custom shaders alongside Shader Graph.