//Property

_DissolveValue("DissolveValue", range(0.0,1.0)) = 0.0

_DissolveEdgeBlur("DissolveEdgeBlur", range(0.0,1.0)) = 0.04

_DissolveTex("DissolveTex", 2D) = "black"{}



//FragmentShader

float dissolveTex = tex2D(_DissolveTex", i.uv).r;

float min = _DissolveValue;

float max = _DissolveValue + _DissolveEdgeBlur;

float dissolve = smoothstep(min, max, dissolveTex);

col.a *= dissolve

return col;



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