What problem does it solve? Making an object disappear in a game usually means an abrupt queue_free or a flat alpha fade. This Skill provides a complete dissolve effect — a mesh disintegrating with a glowing burning edge — built from a noise-threshold ShaderMaterial that overrides the target's material, plus a GDScript controller that animates the effect. ## Core Features & Use Cases - Dissolve Shader: A spatial shader that samples 3D FBM noise per fragment, discards pixels below a threshold uniform, and tints pixels near the threshold with an emissive edge color for the burning rim. - DissolveController API: Static GDScript methods dissolve_object and materialize_object that collect all MeshInstance3D nodes under a target, inherit the original material's color and texture, tween the threshold, and optionally queue_free when done. - Named Variants: Ready-made parameter sets for enemy-burn-death, thanos-snap, holy-banish, poison-melt, and summon-arrival effects. - Use Case: When an enemy dies, call DissolveController.dissolve_object($Enemy, 1.5) and the enemy burns away with an orange glowing edge over 1.5 seconds before being freed. ## Quick Start Ask your agent to add a dissolve effect so the enemy disintegrates with a glowing edge when it dies.