SeeThroughSystem
Overview
A see-through system built on Dithered Transparency that automatically fades out objects obstructing the target.
Features
Preset-based configuration β 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.
Then configure the parameters:
CameraThe main camera. If left unassigned, the system defaults to Camera.main.
Target ObjectThe object the camera focuses on (e.g., the main character).
Target CenterThe 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 MaskSpecifies which layers can be treated as occluders (e.g., walls).
Fade TimeThe duration of the fade transition (controls the fade-in and fade-out timing).
See Through Mask MaterialThe material used for the see-through mask.
Default β Procedurally generated pattern
Circle β Circular dot pattern
Square β Square grid pattern
Run the scene. When the target is obstructed, the blocking objects automatically fade to semi-transparent, allowing the character to remain visible.
Custom Styles
Create a new SeeThroughMask material and adjust its texture and parameters to achieve custom visual styles.
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