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Question by Strieglitz · Dec 12, 2019 at 12:30 AM · shaderphysics

How to correct build a ShaderGraph PBR Shader [LWRP]

Hello, i wanted to do an dissolve shader i have seen in some Tutorials, where they do an Dissolve Shader where something is dissolving into little Parts ( like here https://www.youtube.com/watch?v=taMp1g1pBeE )


the dissolve effect works fine but i dont want to disolve blank grey objects, i want to dissolve objects that are rendered with an pbr setup, so because i cant put 2 materials on top of each other (or can i ?) i decided to use the dissolve shader and add the pbr stuff inside. but i have one issue. The emission does not work as i expact. (ShaderGraph with LWRP and forward rendereing single pass)


the Specular Setup :

the Shader does some alpha clipping and dissolves the object just like in the video (which is not important yet) and mixes the emission of the dissolve effect and the emission map in the blend node. Spacular Setup

But the Result looks like this ( different for the opaque value in the blend node ) i do not realy understand why the opacity value in the blending node hase to be this high to achive an similar result ? if i connect the Emission map directly to the emission pbr-master-port i get the same result as with the opacity value 1 in the blending node which is just not intensive. Maby someone can tell me. alt text

shadergraphspecular.png (227.5 kB)
shadergraphspecularsituation.png (508.1 kB)
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