anchor.diff:  mat.setColor("Specular", ColorRGBA.Black);
   mat.setBoolean("UseMaterialColors", true);
   
  -this.assetManager.loadTexture("TestTextures/Dissolve/burnMap.png", mat.setTexture("DissolveMap", map); // Set mask texture map
  +this.assetManager.loadTexture("TestTextures/Dissolve/burnMap.png", mat.setTexture("DissolveMap", map)); // Set mask texture map
   
   this.DSParams = new Vector2f(0, 0); // standard dissolver
   //this.DSParamsInv = new Vector2f(0, 1); // inverted dissolver
  
positive.code: = ShaderBlow
  :revnumber: 2
  :revdate: 05/02/18
  :relfileprefix: ../../
  :imagesdir: ../..
  ifdef::env-github,env-browser[:outfilesuffix: .adoc]
  
  
  image:sdk/plugin/shaderblow_intro_01.jpg[shaderblow_intro_01.jpg,width="",height=""]
  
negative.code: 
  The test is occolating the dissolve amount between 0 and 1. It demonstrates 6 different uses for the shader, all running at the same speed. The top row are straight forward dissolves. The bottom row shows 3 potential applications:
  
  .  Organic Growth (bottom left) over a mesh, this could work both animating rapidly for a fast grow effect, or set to a fixed value e.g. set to 0.5f is "`50% covered in growth`";
  .  Texture Masking (bottom middle) , I see this is probably where the most practical applications will come from. The demonstration shows a poorely photoshoped clean street, peices of garbage are then scattered around dependant on the dissolve amount, this would work best with a fixed value eg set to .75 is "`75% dirty`". Texture Masking could be also be used for:
  ..  paint damage on a car;
  ..  lacerations on a character;
  ..  the blood shot eye effect that creeps in from the sides of the screen when you’ve taken too much damage in a modern FPS.
  