Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add SummerEngine/summer-engine-agent --skill dissolvegit clone --depth 1 https://github.com/SummerEngine/summer-engine-agentWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/summerengine/summer-engine-agent/dissolve)<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/dissolve"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/dissolve/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/dissolve"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/dissolve.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00075 | $0.04946 |
| Opus 5 | $0.00037 | $0.02473 |
| Sonnet 5 | $0.00015 | $0.00989 |
| Haiku 4.5 | $0.00007 | $0.00495 |
Grade A, and why
dissolve scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 7d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 392 lines — stays where its author put it; the contents beside it link to each section on GitHub.
dissolve — Mesh Disintegration with Edge Glow
The dissolve shader samples 3D noise per fragment and clips pixels whose noise value is below a threshold uniform. Pixels just above the threshold are tinted with an emissive edge_color to fake the burning rim. Animate threshold from 0 to 1 over duration and the mesh appears to dissolve from "nothing missing" to "completely gone." Used for enemy death, item pickups, transitions, summon FX. NOT a particle system — this is a material override on the target mesh itself.
When to use
- "Enemy disintegrates when killed."
- "Item dissolves when picked up."
- "Banish the demon back to the void."
- "Thanos snap — character turns to dust."
- "Object burns away."
- "Stealth cloak fades the player out."
- The user wants an object to go away dramatically rather than
queue_free()instantly.
When NOT to use
- The user wants fire on the object that doesn't consume it — use
fire, not dissolve. Dissolve makes the mesh disappear; fire just sits on top. - The user wants a particle-driven ash cloud as the object disappears — pair this with
smoke(recolor to ash gray) spawned at the dissolving mesh's bounds. - The user wants a fade-out via alpha (cheap, no shader) — set
transparency = TRANSPARENCY_ALPHAand tweenalbedo_color.ato 0. Dissolve is better but more expensive. - The user wants the world to dissolve in for a level transition — that's a screen-space post-process, not this per-mesh recipe.
- The character has skinned mesh + multiple materials — this works but you have to override every material slot. Confirm with user; consider a fade-out instead.
Recipe
1. Files to create
addons/vfx/_building-blocks/noise-3d-fbm.gdshaderinc # copy from this skill FIRST
addons/vfx/dissolve/dissolve.gdshader
addons/vfx/dissolve/dissolve_controller.gd
No .tscn needed — this overrides materials on existing meshes.
dissolve.gdshader #includes the FBM noise file. A missing include is a hard
compile error, so copy _building-blocks/noise-3d-fbm.gdshaderinc from this skill
into res://addons/vfx/_building-blocks/ before writing the shader.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 7d ago First seen · 392 lines · 75 tokens per session scan A 43352fccefea
dissolve is a skill published in the GitHub repository SummerEngine/summer-engine-agent (59 stars, last pushed yesterday), licensed MIT. It adds 75 tokens to every session and 4,946 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-03.
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