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Question by danteson · May 16 at 03:00 PM · shadermaterial

How to add emission to dissolve shader?

Hi, this is dissolve shader from 10+ shader free pack. Looking for a way to add emission to it.

 Shader "Ultimate 10+ Shaders/Dissolve"
 {
     Properties
     {
         _Color ("Color", Color) = (1,1,1,1)
         _MainTex ("Albedo (RGB)", 2D) = "white" {}
         _NoiseTex ("Noise", 2D) = "white" {}
 
         _Cutoff ("Cut off", Range(0, 1)) = 0.25
         _EdgeWidth ("Edge Width", Range(0, 1)) = 0.05
         [HDR] _EdgeColor ("Edge Color", Color) = (1,1,1,1)
         
         [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 2
     }
     SubShader
     {
         Tags { "RenderType"="Geometry" "Queue"="Transparent" }
         LOD 200
         Cull [_Cull]
 
         CGPROGRAM
         // Physically based Standard lighting model, and enable shadows on all light types
         #pragma surface surf Standard addshadow fullforwardshadows
 
         #ifndef SHADER_API_D3D11
             #pragma target 3.0
         #else
             #pragma target 4.0
         #endif
 
         sampler2D _MainTex;
         sampler2D _NoiseTex;
 
         half _Cutoff;
         half _EdgeWidth;
 
         fixed4 _Color;
         fixed4 _EdgeColor;
 
         struct Input
         {
             float2 uv_MainTex;
             float2 uv_NoiseTex;
         };
 
         // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
         // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
         // #pragma instancing_options assumeuniformscaling
         UNITY_INSTANCING_BUFFER_START(Props)
             // put more per-instance properties here
         UNITY_INSTANCING_BUFFER_END(Props)
 
         fixed4 noisePixel, pixel;
         half cutoff;
         void surf (Input IN, inout SurfaceOutputStandard o)
         {
             pixel = tex2D (_MainTex, IN.uv_MainTex) * _Color;
 
             o.Albedo = pixel.rgb;
 
             noisePixel = tex2D (_NoiseTex, IN.uv_NoiseTex);
 
             clip(noisePixel.r >= _Cutoff ? 1 : -1);
             o.Emission = noisePixel.r >= (_Cutoff * (_EdgeWidth + 1.0)) ? 0 : _EdgeColor;
         }
         ENDCG
     }
     FallBack "Diffuse"
 }
 


Never had any work with shaders, can anyone help me? Thanks in advance

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