Description

Create a real-time dissolve effect that can disintegrate or materialize any sprite using a size-matched black and white dissolve mask.

Different colours and masks can create many different effects!

Just two scripts and one shader. Demo includes above example masks + settings.

//Example Create Event
col1 = make_color_rgb(0.8*255,0,0);
col2 = make_color_rgb(255,0.55*255,0);
DissolveSettings(sDissolve1,0,col1,col2,0.2);

//Example Draw Event
DissolveShader(sprite_index,image_index,x,y,DissolveAmount);

This asset is free for all of my Tier 3 Patreon supporters!

More info

End User Licence Agreement (EULA).

Version 1.0.0. Published November 29, 2017

Created with GameMaker: Studio v1.4.1773

Age Rating: 4+

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Anonymous 13 October 2018


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Anonymous 06 October 2018

Great! One question...

Great shader, Shaun- I needed something like this. One question, the shader loops forever and you gloss over that detail in the video. Can you provide any detail on changing it from looping to going only once?


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Malte B 03 July 2018


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Zackary S 12 April 2018


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Matěj Š 26 October 2018

Large images

Trying to draw image with res of 1000x1000px. But the transiton looks laggy and not smooth even with super smooth dissolve texture. Looks like it works only with like 255 shades of gray. Could you fix that? Will give 5* then.

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Shaun Spalding (Publisher) 08 April 2018

Hello. That's because there physically _are_ only that many shades of (true) grey. A "smoother" gradient you create in photoshop for example is not true monochrome. Only values from 0,x,x through 255,x,x work in the dissolve texture. Technically speaking it uses the red channel, but intuitively it is easier to visualize in grey-scale.

There isn't really a way to use this technique intuitively at those kind of sizes at the level of granularity you're probably after, you'd need a wholly different approach.


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lin j 04 December 2017


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Luke P 25 November 2017

Exactly what I was needing!

I was actually thinking about creating this exact asset myself, but here it is! And it works great!

The script that he provides to start the shader doesn't actually take into account the sprite's alpha, blend, or scale. But they can be added in with a few super easy tweaks. (Plus that script is more of a convenience anyways.)

However, the shader itself does NOT take into account the alpha of the sprite you are drawing. So if you draw a sprite with an alpha of .5, it will be drawn at 1 regardless. This can be changed super easily if you are at all familiar with shaders.

This review was left for a previous version of this asset.

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Shaun Spalding (Publisher) 29 November 2017

Thanks Luke!

I've made the changes necessary to have the shader properly work with sprites of non-uniform alpha as you describe! Will be updating the asset itself shortly, thank you for pointing out the issue!


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Anonymous 24 November 2017

I bought asset but..

I'm GMS 1.4.x user... Please available for GMS 1.4.x. Thanks.

This review was left for a previous version of this asset.

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Shaun Spalding (Publisher) 29 November 2017

Edit: The 1.x version has now been published!

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