dissolve

dissolve is a skill for Claude Code from SummerEngine/summer-engine-agent. It costs 75 tokens per session (4,946 once invoked), scanned A, original, MIT.

A shader effect that gradually makes a 3D object's mesh disappear while adding a glowing edge to the remaining surface. A mesh is the visible geometric surface of a 3D object.

In plain words
What is it for?
Use it for enemy deaths, item pickups, banishing characters, stealth fades, transitions, and objects burning away.
Why use it?
It gives an object a visible transition as it vanishes instead of removing it instantly.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: mentions Claude Code; mentions Codex.

Part of the summer plugin — 80 skills, 2 commands, 2 hooks, 1 MCP server shipped together

Good fit Use it for enemy deaths, item pickups, banishing characters, stealth fades, transitions, and objects burning away.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/summerengine/summer-engine-agent/dissolve
Install

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.

Any agent
npx skills add SummerEngine/summer-engine-agent --skill dissolve
Clone the repo
git clone --depth 1 https://github.com/SummerEngine/summer-engine-agent

Made for: Claude Code.

Or install summer, the plugin that ships this one along with the rest of its 80 skills, 2 commands, 2 hooks, 1 MCP server.

Wrote 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.

agentmods badge for dissolve

README.md
[![agentmods](https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/dissolve/github.svg)](https://agentmods.dev/skills/summerengine/summer-engine-agent/dissolve)
Your own site
<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.

agentmods 80×15 button for dissolve

Your own site · 80×15
<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>
Per session 75 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,946 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce 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

Measured 7d ago against content hash 43352fccefea, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

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.

skills/visual-effects/recipes/dissolve/SKILL.md · 392 lines

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_ALPHA and tween albedo_color.a to 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.

Read the full file on GitHub · 392 lines

Changes

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.

  1. 7d ago First seen · 392 lines · 75 tokens per session scan A 43352fccefea

Subscribe to this mod's changes

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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