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を参考にパーリンノイズを利用し Dissovle シェーダーを作成してみました
ノイズの値と _Threshold の値を見て そこの ahpha を変えているだけの簡単なシェーダーです

Shader "Unlit/Dissolve"
{
Properties
{
[NoScaleOffset] _MainTex ("Texture", 2D) = "white" {}
_Threshold ("Threshold", Range(0.0, 1.0)) = 1
_Color ("Color", Color) = (1, 1, 1, 1)
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent"}
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
fixed _Threshold;
fixed4 _Color;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed2 random(fixed2 st)
{
st = fixed2(
dot(st,fixed2(127.1,311.7)),
dot(st,fixed2(269.5,183.3))
);
return -1.0 + 2.0*frac(sin(st)*43758.5453123);
}
float perlinNoise(fixed2 st)
{
fixed2 p = floor(st);
fixed2 f = frac(st);
fixed2 u = f*f*(3.0-2.0*f);
float v00 = random(p+fixed2(0,0));
float v10 = random(p+fixed2(1,0));
float v01 = random(p+fixed2(0,1));
float v11 = random(p+fixed2(1,1));
return lerp( lerp( dot( v00, f - fixed2(0,0) ), dot( v10, f - fixed2(1,0) ), u.x ),
lerp( dot( v01, f - fixed2(0,1) ), dot( v11, f - fixed2(1,1) ), u.x ),
u.y)+0.5f;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 color = tex2D(_MainTex, i.uv);
float noise = smoothstep(_Threshold, _Threshold + 0.1, perlinNoise(i.uv * 20));
_Color.a = noise;
fixed4 color2 = lerp(
color,
_Color,
1 - step(1, noise)
);
return lerp(
color,
color2,
1 - step(_Threshold, 0)
);
}
ENDCG
}
}
}