See-through Shader
The See-through Shader lets you see your playable characters clearly through any mesh without any modification to it. It includes many helpful tools to help you implement it in your project.
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 is: 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.
For a non-player-based setup use our player-independent standard dissolve feature or a mix of both.
Note: This shader is meant for use with the standard shader/ lit shaders. But we offer many ways to add the 'See-through Shader' to your custom shaders, for more see below 'Extend your existing custom shaders'
M A I N - F E A T U R E S:
๐ณ๏ธ 6 AMAZING OBSTRUCTION MODES(and Combinations):
๐ 1. None - Removes parts of the mesh that is above a certain Y height
๐ 2. Angle - Removes geometry that is angled toward the camera
๐ 3. Cone - Removes geometry that is inside a cone between the player and the camera. Additionally, there is a combination of Angle and Cone.
๐ 4. Circle - removes geometry that is inside a circle around the player
๐ 5. Cylinder - Removes geometry that is inside a cylinder between the player and the camera. Additionally, there is a combination of Angle and Cylinder.
๐ 6. Curve - Removes geometry inside the region defined by a curve.
๐น๏ธ MANY WAYS OF CONTROLLING THE EFFECT:
๐จ๐ฉ๐ง๐ฆ Player-Based:
๐ 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.
๐ 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.
๐ 3. TriggerByParent
๐ 4. TriggerByBox
๐ 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.
๐ 6. Player-To-Camera Raycast Trigger
Activates the effect for all STS objects that are hits of the raycast that goes from the players to the camera. This methods allows for the cleanest way of using the STS, as it enables you to completely avoid any unwanted clippings if your player is in tight corners or close to the wall.
๐ก Player-Independent:
๐ข 1. Always On - The see-through effect will always be on.
๐ข 2. Toggle by UI - Toggle the see-through effect via UI.
๐ข 3. Toggle by Click - Toggle the see-through effect by clicking your objects.
...and many more examples
โ๏ธ EXTEND YOUR EXISTING CUSTOM SHADERS:
Add the 'See-through Shader' functionality to your custom shaders without compromises!
๐จ ShaderGraph Support: Use our STS Custom Function Node to extend the complete STS functionality to your existing ShaderGraph shader. Super easy! (Currently only working in 2020 and 2021. Support for 2019 is coming soon!)
๐จ BetterShaders Stackable: Add our STS Stackable to your BetterShaders Stack and immediately extend any of your BetterShaders Shaders.
๐ฃANIMATIONS:
๐งจBreathtaking Enter- and Exit Transitions
๐งจDissolve texture animations
๐จ๐จ๐ง๐ง MULTIPLE PLAYERS AND FLOOR/CEILING MODES:
๐คธโ๏ธ Use any number of players. It doesn't matter if they are in the same building or spread across many different locations.
๐คธโ๏ธ Limit the effect to a certain Y height so your players don't lose the ground under their feet.
๐คธโ๏ธ Add or remove the ceiling at a certain Y height.
๐ ZONING:
๐ Create incredible micro-play experiences and stunning game ideas with our high-performance zoning feature.
๐ Choose from 2 modes: Additive and Subtractive
๐ 4 Zone Shapes: Box, Sphere, Cylinder and Cone
๐ Make zones revealable.
๐ MANY WAYS OF STYLING THE EFFECT:
๐ธ Use any custom texture to style the dissolve effect.
๐ธ Change the color and the emission intensity of the effect.
๐ธ Use DissolveMasks to change the appearance of the cylinder, cone, and circle obstruction modes.
๐๏ธ INTEGRATION WITH THE MICROSPLAT TERRAIN SHADER (Paid Add-on)
๐๏ธ Get the See-through Shader: MicroSplat Integration and use ALL of the See-through Shader features with MicroSplat!
You can find it here: See-through Shader: MicroSplat Integration
( Note: MicroSplat Integration is a paid add-on, it's not included in this asset and has to be bought separately)
๐ Supported Render Pipelines:
- Built-in RP
- URP 2019,2020, 2021 and 2022
- HDRP 2019,2020, 2021 and 2022
๐ 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.
โ 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.
Note that the See-through Shader installs itself as a Package, and appears under your Packages folder, not under Assets.
Technical details
- Clearing obstruction by angle, cone, cylinder, or circle, with combinations
- Multiple playable characters and buildings
- Automatic adjustable height of clearing based on player position
- Manual and automatic adjustable height of clearing
- Shadow feature
- Custom texture and color feature of the borders of dissolve area
- Activation from start or during runtime
- Application to a Layer possible
- Simple setup and custom UI
- many ways of applying and interacting with the shader