Learn to create a BOTW-inspired dissolve shader in Godot 4 with HDR edge glow, world-space noise, and directional control. Perfect for teleport effects, enemy deaths, and spawn animations.
What You'll Build:
World-space dissolve that works from any angle
Organic noise variation with 3D sampling
Dual-color HDR edge glow with gradient
Automatic bounds calculation for any object
Directional control (X, Y, Z, or diagonal)
Optional surface emission sparkles
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✅ @TOOL SCRIPT FOR BOUNDING BOX
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CHAPTERS
00:00 Breath of the Wild Inspired Dissolve Shader in Godot
00:18 Getting Started
01:00 Basic Spatial Shader Setup and Render Modes
01:31 Fragment Shader & Custom Albedo Color with Uniforms
02:23 Adding Alpha Transparency
03:04 Using World Space for Texture Projection
03:31 Creating a Basic Dissolve Mask
04:38 Adding 3D noise for Dynamic DIssolve
06:27 Creating a Glowing Edge Effect
08:30 Implementing a Gradient Edge Color
09:59 Fixing the World Space Bounds Problem
11:04 Quick Look at Bounds Script
11:46 Using Bounds in Shader
13:16 Adding and Invert Direction Option
14:51 Full Mesh Noise Emission
17:02 Adding Shader Uniform Groups
17:52 Using AnimationPlayer to Create the Effect
18:22 Adding Albedo Texture Support
19:26 Get the Source Files
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Resources:
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