The portfolio-classic shader: an object that burns away along a noise edge with a glowing rim. Every part is one of the five HLSL functions - which makes it the perfect first shader to build and understand, not just copy.
Build a dissolve material: driven by a single Progress value from 0 to 1, the surface should erode away along the contours of a noise texture, with a bright glowing band at the dissolve frontier. Slide Progress and the object burns away like paper.
It looks impressive and it's genuinely simple - which is exactly why it's the right first shader. The goal isn't just a working effect; it's being able to explain every node. A dissolve you can narrate beats a fancier effect you copied and can't.
HLSL From Zero builds this exact dissolve from the five core functions (step, smoothstep, lerp, and friends) and explains each line. Whether you build in a node graph or in code, the logic is identical - do it once each way if you want to really own it.
Shaders live or die on the visual, so lead with motion - a looping clip of Progress sweeping 0->1. Then explain the graph, because explaining it is the thing that proves you didn't just paste it.
## Dissolve Shader **Effect:** [looping GIF of Progress sweeping 0 -> 1, edge glowing] **How it works, in one breath:** a seamless noise texture is thresholded against a Progress value with step() for the cutout, and a smoothstep band around that threshold drives an over-bright emissive edge. **The graph:** [annotated screenshot - label the noise, the step, the smoothstep edge, the emissive multiply] **The dead end:** [e.g. "first attempt wiped top-to-bottom because I used UV.y instead of noise - here's what that looked like"] **Knobs exposed:** edge colour, edge width, progress. **What I'd add:** [embers / materialize mode / world-space noise]
That "one breath" explanation line is worth practising out loud - it's almost exactly what an interviewer will ask you to do when this piece comes up.