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を参考にパーリンノイズを利用し Dissovle シェーダーを作成してみました
ノイズの値と _Threshold の値を見て そこの ahpha を変えているだけの簡単なシェーダーです
Shader "Unlit/Dissolve" { Properties { [NoScaleOffset] _MainTex ("Texture", 2D) = "white" {} _Threshold ("Threshold", Range(0.0, 1.0)) = 1 _Color ("Color", Color) = (1, 1, 1, 1) } SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent"} Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; fixed _Threshold; fixed4 _Color; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } fixed2 random(fixed2 st) { st = fixed2( dot(st,fixed2(127.1,311.7)), dot(st,fixed2(269.5,183.3)) ); return -1.0 + 2.0*frac(sin(st)*43758.5453123); } float perlinNoise(fixed2 st) { fixed2 p = floor(st); fixed2 f = frac(st); fixed2 u = f*f*(3.0-2.0*f); float v00 = random(p+fixed2(0,0)); float v10 = random(p+fixed2(1,0)); float v01 = random(p+fixed2(0,1)); float v11 = random(p+fixed2(1,1)); return lerp( lerp( dot( v00, f - fixed2(0,0) ), dot( v10, f - fixed2(1,0) ), u.x ), lerp( dot( v01, f - fixed2(0,1) ), dot( v11, f - fixed2(1,1) ), u.x ), u.y)+0.5f; } fixed4 frag (v2f i) : SV_Target { fixed4 color = tex2D(_MainTex, i.uv); float noise = smoothstep(_Threshold, _Threshold + 0.1, perlinNoise(i.uv * 20)); _Color.a = noise; fixed4 color2 = lerp( color, _Color, 1 - step(1, noise) ); return lerp( color, color2, 1 - step(_Threshold, 0) ); } ENDCG } } }