anchor.diff:  The shader incrementally clamps off the colour value, dark to light, and uses that for a masking texture to discard pixels.
   It is currently capped for convenience at 255 frames of animation and is only using one colour channel.
   In simple terms, in starts by only discarding the darkest parts of the texture map, then the slightly lighter parts, then the slightly lighter again and again until it eventually cant get any lighter (white), at which point the proccess is complete.
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  +[cols="2"]
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   a|image:sdk/plugin/dissolver-screen.png[Dissolver screenshot,width="400",height=""]
  
positive.code: .  Organic Burn (bottom right) is comprised of 2 cubes, one blue, one orange, both with the same organic dissolve, however the orange one is slightly offset ahead of the blue so it shows first (ie the dissolve amount is always slight advanced).
  
  Watch following videos:
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  a|image:sdk/plugin/youtube_ry0r_qwfqlq[youtube_ry0r_qwfqlq,width="",height=""]
  a|image:sdk/plugin/youtube_wufmcn1uv48[youtube_wufmcn1uv48,width="",height=""]
  
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negative.code: 
  *  Allow to set the color to apply. Default is red.
  *  Allow to set intensity of the color. Default is 0.7f. Frag shader clamps color intensity between 0 and 1.
  
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  a|image:sdk/plugin/colorfilter2.png[ColorScale Filter OFF,width="400",height=""]
  