Dynamic Occlusion Cutout System (DOCS) - Dissolve 2D/3D with target tracking
PixelPulse
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Dynamic Occlusion Cutout System (DOCS) enables occlusion cutout for objects between the camera and the target/player.Bring advanced camera occlusion handling to your game.This effect dynamically reveals the player when hidden behind walls, props, or environment* geometry without breaking immersion. The system combines shader masking and camera-to-target sphere casting to deliver a smooth, customizable, and production-ready solution.✨ FeaturesVisual clarity – Automatically cut out occluding geometry when the camera view is blocked.Shader Graph implementation – Clean, extensible, and ready for customization.Smooth transitions – Built-in lerp logic ensures seamless reveal and hide animations.Camera-to-target occlusion detection – Accurate results thanks to raycast + dot product filtering.Optimized & flexible – Adjustable radius, height correction, and performance-friendly masking.Ready-to-use & extensible – Easy to integrate into any Unity project, with well-structured scripts and materials.Full Render Pipeline compatibility – Built-in, Universal (URP), and High Definition (HDRP)🎮 Use CasesRPGs & Adventure Games – keep the player visible in dense environments.Top-down / isometric camera setups – eliminate camera blocking issues.Stealth & dungeon crawlers – maintain gameplay clarity without breaking atmosphere.📦 Package ContentsShader Graph file (occlusion cutout shader)C# scripts for mask control & sphere castingExample prefabs and demo sceneDocumentation & setup guideGive your game the clarity and polish of modern role-playing and adventure titles with this plug-and-play occlusion system.*Display models not includedRenderpipeline compatibility: BRP, URP, HDRP Languages: C# / Shader GraphFully documented Shader Graph materialDynamic Occlusion Cutout System script (with customizable parameters)Example scene & setup guide