anchor.diff:  **  the first is a float value being the amount of dissolve, a value from 0-1 : 0 being no dissolve, being fully dissolved; and
   **  the second value is an int use as an inversion switch, 1 to invert the dissolve/discard, 0 to leave as is.
   
  -
  -
   [NOTE]
   ====
   Dissolver is based on Common/MatDefs/Lighting.j3md. So, all Common/MatDefs/Lighting.j3md features should be available on the dissolver too.
   ====
  -
   
   [source,java]
   ----
  
positive.code: 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.
  [cols="2"]
  |===
  
  
negative.code: 
  Software for NormalMaps? making: link:http://shadermap.com/shadermap_pro.php[http://shadermap.com/shadermap_pro.php] +
  Software for CubeMaps? editing: link:https://code.google.com/archive/p/cubemapgen/downloads[https://code.google.com/archive/p/cubemapgen/downloads] +
  
  Watch following videos:
  
  [cols="1",caption=]
  .YouTube
  |===
  