Quick See-through and Dissolve Shader Setup
Автор: Shadercrew
Загружено: 2024-06-15
Просмотров: 122
https://assetstore.unity.com/packages...
M A I N - F E A T U R E S:
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🕳️ 6 AMAZING OBSTRUCTION MODES(and Combinations):
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🌟 1. None - Removes parts of the mesh that is 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.
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🕹️ MANY WAYS OF CONTROLLING THE EFFECT:
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👨👩👧👦 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 and
activate the effect. This method also works on a per-building basis and so you can use
beautiful enter/exit transitions with it.
🎈 3. TriggerByParent
🎈 4. TriggerByBox
🎈 5. TriggerById
Triggers allow for the most precise control and work perfectly on a per-building basis. For this method you have to place enter and exit trigger object 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 Trigger
Activates the effect for all STS objects that are hits of the raycast that goes from the players to the camera. This methods 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
👨👨👧👧 MULTIPLE PLAYERS AND FLOOR/CEILING MODES:
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🤸♂️ 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.
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📐 ZONING:
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📏 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 and Cone
📏 Make zones revealable.
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🌈 MANY WAYS OF STYLING THE EFFECT:
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🌸 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.
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🏔️ INTEGRATION WITH THE MICROSPLAT TERRAIN SHADER (Paid Add-on)
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🏜️ 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)

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