book-openSeeThroughSystem

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 – Procedurally generated pattern

    • Circle – Circular dot pattern

    • Square – 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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