Smart occlusion reveal system for top-down and isometric games. Keeps players visible using a screen-space cutout shader. Built-in Render Pipeline only.Unblock View is a smart occlusion reveal system for top-down and isometric Unity games.It solves a common camera problem: when world geometry blocks the player, the player should remain clearly visible — without transparency, popping, or complex camera logic.Instead of moving geometry, disabling renderers, or using transparent materials (which break deferred rendering), Unblock View uses a screen-space cutout shader that dynamically creates a clean, torn-open hole in occluding objects.🔹 How It WorksThe runtime system tracks player positions in screen spaceA circular reveal area is evaluated per pixel in the shaderPixels inside this region are cut away using clip()Only geometry between the camera and the player is affected (depth-gated)The result:Clean player visibilityNo transparency or sorting issuesNo geometry movement or disablingFully compatible with deferred rendering🔹 Artist-Controlled Per-Material BehaviorUnblock View is material-driven, not object-driven.Each material can independently control how it reacts to occlusion:Fully cut away (default behavior)Optional Ghost Dither Mode, where geometry never fully disappears but fades using a cutout dither patternGhost Dither Mode is ideal for:RoofsTall wallsLarge architectural elementsThis keeps environments readable while preserving a sense of structure — without using transparency.🔹 Editor Tool: Material ConverterThe included Unblock View Material Converter ensures a safe, production-ready workflow:Scans selected objects and collects all unique materialsLets you choose exactly which materials to convertNever edits original materialsCreates deduplicated Unblock View variantsSearches recursively through subfolders to prevent duplicatesFully supports prefabs, multi-material meshes, and UndoThis avoids:Accidental global material changesDuplicate asset spamBroken prefab references🔹 Demo & Architecture PhilosophyUnblock View is designed as a sellable, reusable tool, not a project-specific solution.Demo logic is fully separated from runtime logicA minimal demo helper script wires up 1–4 player objectsNo tags, no auto-spawning, no gameplay assumptionsNo per-player scripts requiredThis makes the system:Easy to understandEasy to demoEasy to integrate into any project🔹 Performance CharacteristicsNo per-object runtime updatesNo material instancing at runtimeNo transparency sortingNo additional camerasPerformance scales primarily with screen coverage, not object count.Suitable for:PCSteam Deck–class hardwareLarge scenes and co-op setups🔹 Intended Use CasesTop-down ARPGsIsometric gamesShared-camera co-op gamesIndoor / dungeon environmentsRoofed outdoor areas⚠️ Render Pipeline & Unity VersionImportant:✅ Built-in Render Pipeline (BiRP) only✅ Tested on Unity 6.2❌ Not compatible with URP or HDRPUnblock View relies on Built-in pipeline depth behavior and deferred rendering paths.SRP support would require separate shader implementations and is not included.Built-in Render Pipeline (BiRP) onlyTested on Unity 6.2Deferred rendering compatibleScreen-space cutout shader (no transparency)Depth-gated occlusion reveal (camera → player only)Optional per-material Ghost Dither ModeMulti-player support (up to 4 players)Single global runtime managerNo per-object scripts requiredNo geometry movement or disablingNo runtime material instancingEditor Material Converter with:Safe duplicationRecursive deduplicationPrefab supportUndo supportDemo setup isolated from runtime logicCamera-agnostic and gameplay-agnosticAI tools were used in a limited, assistive capacity during development, primarily to help with code commenting, restructuring of existing developer-authored methods, and creation of the package logo artwork.All functionality and final implementation decisions remain fully authored and reviewed by the developer.



