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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 is that 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'
Hint: This asset is fully compatible with the "The Toon Shader" asset!
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M A I N - F E A T U R E S:
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- 🕳️ 6 AMAZING OBSTRUCTION MODES(and Combinations):
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🌟 1. None - Removes parts of the mesh that are above a certain Y height
🌟 2. Angle - Removes geometry that is angled toward the camera
🌟 3. Cone - Removes geometry that is inside a cone between the player and the 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 the player and the 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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- 🕹️ MANY WAYS OF CONTROLLING THE EFFECT:
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👨👩👧👦 Player-Based:
🎈 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 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 the enter and exit trigger objects 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.
🎈 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 method 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.
🎡 Player-Independent:
🎢 1. Always On - The see-through effect will always be on.
🎢 2. Toggle by UI - Toggle the see-through effect via UI.
🎢 3. Toggle by Click - Toggle the see-through effect by clicking your objects.
...and many more examples
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- ⚡ FAST, EASY SHADER APPLICATION/SYNCING FOR UNLIMITED OBJECTS!:
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💨 1. Global Shader Replacement - Apply the See-through Shader globally to all materials in the scene, with optional layer filtering.
💨 2. Group Shader Repl
Description sourced from the Unity Asset Store listing.