⭐️⭐️⭐️⭐️⭐️ See-through Shader – Published By Shadercrew

Documentation |

Keywords:

see through, see through obstacles, see through walls, remove roof, dissolve walls, dissolve, outline, architecture, see behind wall, see through mesh, plan view, player visible, see inside building, see through obstructions, Top Down

Short Description:

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The See-through Shader lets you see your playable characters inside any mesh without being obstructed by it. It doesn’t matter if it is a building, a bridge, a cave, or whatever else you can imagine.

Just apply the shader using one of our provided tools, register a player and it works. The best thing about it: It doesn’t need any additional changes to your mesh!

We included plenty of super helpful tools to get the effect to work within seconds.


Note: This shader is meant for use with the standard shader/ lit shaders.



MAIN FEATURES:


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  • 🕳️ 6 Amazing Obstruction Modes(and Combinations):

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🌟 1. None – Removes parts of the mesh that is above a certain Y height

🌟 2. Angle – Removes geometry that is angled towards the camera

🌟 3. Cone – Removes geometry that is inside a cone between player and camera. Additionally, there is a combination of Angle and Cone.

🌟 4. Circle – removes geometry that is inside a circle around the player

🌟 5. Cylinder – Removes geometry that is inside a cylinder between player and camera. Additionally, there is a combination of Angle and Cylinder.

🌟 6. Curve – Removes geometry inside the region defined by a curve.


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  • 🕹️ 5 Ways of Controlling the Effect:

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🔨 1. Effect Radius Only – The see-through effect will be active inside a sphere around the player. You can use any obstruction mode with this method.

🔨 2. Auto-Detect– As long as your buildings etc. have colliders that describe the geometry somewhat decently, the see-through shader will auto-detect if a player is inside a mesh and activate the effect. This method also works on a per-building basis and so you can use beautiful enter/exit transitions with it.


🔨 3. TriggerByParent

🔨 4. TriggerByBox

🔨 5. TriggerById

– Triggers allow for the most precise control and work perfectly on a per-building basis. For this method you have to place enter and exit trigger object yourself, so the setup requires a couple of seconds more, but it is worth it.

Note: TriggerByParent also supports using a single-parent collider instead of dedicated enter and exit triggers, which is super easy and achieves great results.


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🧨Breathtaking Enter- and Exit Transitions

🧨Dissolve texture animations


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🤸‍♂️ Use any number of players. It doesn’t matter if they are in the same building or spread across many different locations.

🤸‍♂️ Limit the effect to a certain Y height so your players don’t lose the ground under their feet.


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  • 📐 Zoning:

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📏 Create incredible micro-play experiences and stunning game ideas with our high-performance zoning feature.

📏 Choose from 2 modes: Additative and Subtractive

📏 Make zones revealable.



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  • 🌈 Many Ways of Styling the effect:

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🌸 Use any custom texture to style the dissolve effect.

🌸 Change the color and the emission intensity of the effect.

🌸 Use DissolveMasks to change the appearance of the cylinder, cone, and circle obstruction modes.



💎 Supported Render Pipelines:


  • Built-in RP
  • URP 2019,2020 and 2021
  • HDRP 2019, 2020 and 2021



🎁 BONUSES


  • Great demo scene which shows the implementation of all 5 effect controls (Effect Radius, Auto-Detect, and the 3 trigger variants) and several different stylings.
  • Intuitive custom UIs with helpful info texts and warnings, in case you missed something.


NOT INCLUDED:


  • Complex player movement script and navigation/pathfinding as shown in the demo videos.
  • Complex Buildings and Models as shown in the demo videos.


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