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.Compatible with:Unity 2019Unity 2020Unity 2021Unity 2022Unity 2023Unity 6Documentation | WebGL Demo | Support EmailDiscord | Forum | Twitter | YoutubeThe 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'_______ _____ ___ __ _ _ _ _ _ _______ _______ _____ ___ __ _ _ _ _ _ ______________ _______ _____ ___ __ _ _ _ _ _ _M A I N - F E A T U R E S:_____________ _______ _____ ___ __ _ _ _ _ _ _🕳️ 6 AMAZING OBSTRUCTION MODES(and Combinations):_____________ _______ _____ ___ __ _ _ _ _ _ _🌟 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._____________ _______ _____ ___ __ _ _ _ _ _ _🕹️ MANY WAYS OF CONTROLLING THE EFFECT:_____________ _______ _____ ___ __ _ _ _ _ _ _👨👩👧👦 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 andactivate the effect. This method also works on a per-building basis so you can usebeautiful enter/exit transitions with it.🎈 3. TriggerByParent🎈 4. TriggerByBox🎈 5. TriggerByIdTriggers 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 TriggerActivates 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_____________ _______ _____ ___ __ _ _ _ _ _ _⚡ FAST, EASY SHADER APPLICATION/SYNCING FOR UNLIMITED OBJECTS!:_____________ _______ _____ ___ __ _ _ _ _ _ _💨 1. Global Shader Replacement - Apply the See-through Shader globally to all materials in the scene, with optional layer filtering.💨 2. Group Shader Replacement - Apply the See-through Shader by group, with optional layer filtering. Group types include: Parent, Box, ID, List of GameObjects, List of MaterialsBoth options sync all material properties from a designated STS reference material to those found via the replacement component!💨 3. Shader Property Sync - Use this one for sync-only functionality. It syncs by group with the same group types as the Group Shader Replacement._____________ _______ _____ ___ __ _ _ _ _ _ _⚙️ EXTEND YOUR EXISTING CUSTOM SHADERS:_____________ _______ _____ ___ __ _ _ _ _ _ _Add the 'See-through Shader' functionality to your custom shaders without compromises!🔨 ShaderGraph Support: Use our STS Custom Function Node to extend the complete STS functionality to your existing ShaderGraph shader. Super easy! (supports only 2020 and up)🔨 BetterShaders Stackable: Add our STS Stackable to your BetterShaders Stack and immediately extend any of your BetterShaders Shaders.🔨Handwritten Shader Extension: Add our STS to any handwritten Shader, by just copying/pasting some properties and calling the STS function in your frag program.If you need any help with it, you can always contact our customer support!_____________ _______ _____ ___ __ _ _ _ _ _ _💣ANIMATIONS:_____________ _______ _____ ___ __ _ _ _ _ _ _🧨Breathtaking Enter- and Exit Transitions🧨Dissolve texture animations_____________ _______ _____ ___ __ _ _ _ _ _ _👨👨👧👧 MULTIPLE PLAYERS AND FLOOR/CEILING MODES:_____________ _______ _____ ___ __ _ _ _ _ _ _🤸♂️ 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.🤸♂️ Add or remove the ceiling at a certain Y height._____________ _______ _____ ___ __ _ _ _ _ _ _📐 ZONING:_____________ _______ _____ ___ __ _ _ _ _ _ _📏 Create incredible micro-play experiences and stunning game ideas with our high-performance zoning feature.📏 Choose from 2 modes: Additive and Subtractive📏 4 Zone Shapes: Box, Sphere, Cylinder, Cone and Plane📏 Make zones revealable._____________ _______ _____ ___ __ _ _ _ _ _ _⚔️ CROSS-SECTION EFFECT:_____________ _______ _____ ___ __ _ _ _ _ _ _❌ Achieve a solid color or screenspace texture Cross-Section effect.Note: Only works with non-intersecting, convex, closed meshes._____________ _______ _____ ___ __ _ _ _ _ _ _🌈 MANY WAYS OF STYLING THE EFFECT:_____________ _______ _____ ___ __ _ _ _ _ _ _🌸 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._____________ _______ _____ ___ __ _ _ _ _ _ _🏔️ INTEGRATION WITH THE MICROSPLAT TERRAIN SHADER (Paid Add-on)_____________ _______ _____ ___ __ _ _ _ _ _ _🏜️ 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)_____________ _______ _____ ___ __ _ _ _ _ _ ______________ _______ _____ ___ __ _ _ _ _ _ _💎 Supported Render Pipelines:Built-in RPURP 2019, 2020, 2021, 2022 and 2023/Unity 6HDRP 2019, 2020, 2021, 2022 and 2023/Unity 6_____________ _______ _____ ___ __ _ _ _ _ _ ______________ _______ _____ ___ __ _ _ _ _ _ _🎁 BONUSESGreat 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.QuickStart Menu for an easy start into the STS world._____________ _______ _____ ___ __ _ _ _ _ _ ______________ _______ _____ ___ __ _ _ _ _ _ _❌ 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.- 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