# See-Through System

## Overview

A see-through system built on Dithered Transparency that automatically fades out objects obstructing the target.

![](https://content.gitbook.com/content/5TKI5zdwMx1bXFiVnBUe/blobs/NVk1BqjR3D1P2RHm95uV/Unknown%20image)

## Features

* Preset-based configuration — no scripting required
* Supports custom see-through styles via texture maps
* Compatible with all shaders (no modification to occluder shaders required)

## Usage

Drag the **SeeThroughSystem** prefab into the scene.

![](https://content.gitbook.com/content/5TKI5zdwMx1bXFiVnBUe/blobs/NeG2pCZxZnWj1SsLafMH/Unknown%20image)

Then configure the parameters:

* **Camera**The main camera. If left unassigned, the system defaults to Camera.main.
* **Target Object**The object the camera focuses on (e.g., the main character).
* **Target Center**The center point of the target.
  * If the target has no collider, this point is used as the raycast origin.
  * If the target has a collider, this setting is ignored and the collider bounds are used for detection instead.
* **Occluder Layer Mask**Specifies which layers can be treated as occluders (e.g., walls).
* **Fade Time**The duration of the fade transition (controls the fade-in and fade-out timing).
* **See Through Mask Material**The material used for the see-through mask.
  * **Default** – Procedurally generated pattern
  * **Circle** – Circular dot pattern
  * **Square** – Square grid pattern

![](https://content.gitbook.com/content/5TKI5zdwMx1bXFiVnBUe/blobs/cPeg4oi1F3f4m6hIpLCe/Unknown%20image)

Run the scene. When the target is obstructed, the blocking objects automatically fade to semi-transparent, allowing the character to remain visible.

![](https://content.gitbook.com/content/5TKI5zdwMx1bXFiVnBUe/blobs/8Kf7OIOM9QfKQ3t9VVgo/Unknown%20image)

## Custom Styles

Create a new **SeeThroughMask** material and adjust its texture and parameters to achieve custom visual styles.

![](https://content.gitbook.com/content/5TKI5zdwMx1bXFiVnBUe/blobs/g14fsWW4zBSqs5aw04NN/Unknown%20image)


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