See-through Shader

Documentation | WebGL Demo | Support Email

Discord | Forum | Twitter | Youtube


The 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'


Hint: This asset is fully compatible with the "The Toon Shader" asset!


_______ _____ ___ __ _ _ _ _ _ _

______ _______ _____ ___ __ _ _ _ _ _ _

_____________ _______ _____ ___ __ _ _ _ _ _ _


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 and

activate the effect. This method also works on a per-building basis 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 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 Trigger


Activates 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 Materials


Both 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!



_____________ _______ _____ ___ __ _ _ _ _ _ _

_____________ _______ _____ ___ __ _ _ _ _ _ _


🧨Breathtaking Enter- and Exit Transitions

🧨Dissolve texture animations



_____________ _______ _____ ___ __ _ _ _ _ _ _

_____________ _______ _____ ___ __ _ _ _ _ _ _


🤸‍♂️ 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.


_____________ _______ _____ ___ __ _ _ _ _ _ _

_____________ _______ _____ ___ __ _ _ _ _ _ _


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.



_____________ _______ _____ ___ __ _ _ _ _ _ _

  • 🎨 COMPATIBLE WITH "THE TOON SHADER" (Paid Asset)

_____________ _______ _____ ___ __ _ _ _ _ _ _


🖋️ Get the "The Toon Shader" asset and use ALL of the See-through Shader features with

The Toon Shader!

You can find it here: The Toon Shader

( Note: The Toon Shader is a paid asset, it's not included in this asset and has to be bought separately)



_____________ _______ _____ ___ __ _ _ _ _ _ _

  • 🏔️ 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 RP
  • URP 2019, 2020, 2021, 2022, Unity 6.0 and Unity 6.3
  • HDRP 2019, 2020, 2021, 2022, Unity 6.0 and Unity 6.3

_____________ _______ _____ ___ __ _ _ _ _ _ _

_____________ _______ _____ ___ __ _ _ _ _ _ _

🎁 BONUSES

  • Great 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.


Release Notes

_______ _____ ___ __ _ _ _ _ _ _

See-through Shader 1.9.0

_______ _____ ___ __ _ _ _ _ _ _

New Features:

- Added support for Unity 6.3


_______ _____ ___ __ _ _ _ _ _ _

See-through Shader 1.8.9

_______ _____ ___ __ _ _ _ _ _ _

Bug Fixes/New Features:

- Added support for the new Input System in Sample Scenes and Toggles


_______ _____ ___ __ _ _ _ _ _ _

See-through Shader 1.8.8

_______ _____ ___ __ _ _ _ _ _ _

New Features:

- Added PlayerOffset for PlayerBased Obstruction modes

Bug Fixes:

- Fixed Unity6 HDRP not working


_______ _____ ___ __ _ _ _ _ _ _

See-through Shader 1.8.7

_______ _____ ___ __ _ _ _ _ _ _

New Features:

- Added GlobalShaderPropertySync component

- Added compatibility with "The Toon Shader"

General Improvement:

- Got rid of unnecessary shaders if not needed

Bug Fixes:

- Fixed issues with Unity6

- Fixed URP handwritten shader example not being batching compatible

- Fixed syncing not working with custom STS shader


_______ _____ ___ __ _ _ _ _ _ _

See-through Shader 1.8.6

_______ _____ ___ __ _ _ _ _ _ _

New Features:

- Added Screen to Dissolve Texture Space options

- Added ToggleByBool

General Improvement:

- Added scene switch listener to PrefabInstance

Bug Fixes:

- Fixed issues with Unity6

- Fixed ToggleByEnableDisable

- Fixed onEnterZone not working in STSPlayer

- Fixed PrefabInstance not being added to RaycastTriggerManager

- Fixed STSPlayer not being removed from RaycastTriggerManager after disabling the player

- Fixed QuickSetup menu

_______ _____ ___ __ _ _ _ _ _ _

See-through Shader 1.8.5

_______ _____ ___ __ _ _ _ _ _ _

New Features:

- Added QuickStart Menu and Sample Import Menu

- Added a new Zone: Plane

- Added support for Unity 2023/Unity6

- Added option to use Dither effect

- Added Solid Color Cross-Section to native BiRP and URP shaders (Forward Rendering Path Only)

- Added Handwritten Shader Extension support

- Added option to change Dissolve Texture Space (Local or World)

- Added option to supply global custom time to the STS shader (_STSCustomTime)

General Improvement:

- Fixed component menu naming for PlayerToCameraRaycastTriggerManager and ManualTriggerByParent

Bug Fixes:

- Fixed HDRP 2022 Build not working

- Fixed Culling not getting replaced/synced

- Fixed SRP Batching not working


_______ _____ ___ __ _ _ _ _ _ _

See-through Shader 1.8.4

_______ _____ ___ __ _ _ _ _ _ _

New Features:

- Added 3 new Zones: Cylinder, Cone and Sphere

- Added Gizmos to Zones for improved usability

- Added Scripts and Demo for Player-To-Camera Raycast Trigger method

- Added option to select affected area for floor and player obstruction(everywhere, inside zones, outside zones)

General Improvement:

- The See-through Shader Samples are now delivered as a install in the package manager. Got to the Unity -> Window -> Package Manager -> Select the See-through Shader package. There under "Samples" you should be able to install the examples("Import into Project"). The installed Samples will be located in the Assets->Samples->See-through Shader folder.

Bug Fixes:

- Fixed HDRP 2021 and 2022 not working

- Fixed URP 2022 with alpha clipping enabled not working


_______ _____ ___ __ _ _ _ _ _ _

See-through Shader 1.8.3

_______ _____ ___ __ _ _ _ _ _ _

New Features:

- Added Support for Unity 2022

Bug Fixes:

- Fixed light bleeding issue in URP2021

- Fixed truncation warnings


IMPORTANT: PLEASE DELETE THE CURRENT VERSION BEFORE INSTALLING

(Back up your reference materials etc in case you don't want to lose them)

_______ _____ ___ __ _ _ _ _ _ _

See-through Shader 1.8.2

_______ _____ ___ __ _ _ _ _ _ _

New Features:

- Added option for custom logic when players enter/exit zones (by JCPereira)

General Improvement:

- The See-through Shader is now delivered as a package instead of as an asset. It is now located in the Packages folder.

Bug Fixes:

- Fixed STS ShaderGraph custom materials not saving keywords

- Fixed transitions not working after switching scenes


_______ _____ ___ __ _ _ _ _ _ _

See-through Shader 1.8.1

_______ _____ ___ __ _ _ _ _ _ _

New Features:

- Added Replacement and Sync support for Custom STS shaders

General Improvement:

- A couple of UI/UX improvements

- Removed unnecessary material instance duplicates when using replacement or triggers

- Added "List of GameObjects" and "List of Materials" group types for replacement and sync

Bug Fixes:

- Fixed STS not working after deleting a playable character

- Fixed overlapping zones having artifacts when using zone edge gradient

- Fixed player's STS effect region showing at (0,0,0) after being disabled

_______ _____ ___ __ _ _ _ _ _ _

See-through Shader 1.8.0

_______ _____ ___ __ _ _ _ _ _ _

New Features:

- Added ShaderGraph support, any ShaderGraph can now be extended to include STS functionality

- Added BetterShaders Stackable

- Completely rewrote the HDRP version to support most of the HDRP Lit functionality

- Completely rewrote the URP version to support most of the URP Lit functionality

- Added Unlit/Color and Unlit/Texture STS version for Built-in RP

General Improvement:

- A couple of UI/UX improvements

- Added player removal during play mode

- Improved ReferenceMaterial creator

Bug Fixes:

- Fixed Fog not working in URP

- Fixed PosManager not working after a scene switch

_______ _____ ___ __ _ _ _ _ _ _

See-through Shader 1.7.8

_______ _____ ___ __ _ _ _ _ _ _

New Features:

- Added "Player Independent Mode"

General Improvement:

- Massive Shader Performance Boost

- Increased Shader Build Time

- A couple of UI/UX improvements

Bug Fixes:

- Fixed None mode not working from various angles

- Fixed WebGL not working

_______ _____ ___ __ _ _ _ _ _ _

See-through Shader 1.7.7

_______ _____ ___ __ _ _ _ _ _ _

New Features:

- Added "Zoning"

- Added Curve Obstruction Mode

- Added per-object transitions when using combined meshes, via zoning

- Added several demos demonstrating the new zoning feature

General Improvement:

- Made the transition system way more robust

- A couple of UI/UX improvements

Bug Fixes:

- Fixed transition cancellation when game objects were really close

- Fixed missing properties Shader UI Bug in Unity 2021

_______ _____ ___ __ _ _ _ _ _ _

See-through Shader 1.7.6

_______ _____ ___ __ _ _ _ _ _ _

New Features:

- Added cutout alpha map support (inside albedo)

- Added additive and subtractive ceiling mode

- Added isometric exclusion mode

- Added two new demos demonstrating a first-person implementation

- Added support for URP 2021 and HDRP 2021

Bug Fixes:

- Fixed wrong obstruction removal when using default radius mode


_______ _____ ___ __ _ _ _ _ _ _

See-through Shader 1.7.5

_______ _____ ___ __ _ _ _ _ _ _

New Features:

- Added DissolveMask for Cone, Cylinder, and Circle Mode

- Added all standard maps from Standard(Built-in)/Lit Shader(URP)

- Added URP/HDRP setup helper for demo

Bug Fixes:

- Fix to transition duration when using ReplacementShader

- Fixed Tiling and Offset for maps


_______ _____ ___ __ _ _ _ _ _ _

See-through Shader 1.7.4

_______ _____ ___ __ _ _ _ _ _ _

Performance Improvements:

- Improved performance of ShaderPropertySync.cs and SeeThroughShaderGroupReplacement.cs

Bug Fixes:

- Fixed Bug(uncommented wrong line inside SelectNamePopupcs)


_______ _____ ___ __ _ _ _ _ _ _

See-through Shader 1.7.3

_______ _____ ___ __ _ _ _ _ _ _

New Features:

- Improved Custom UI for Shader Settings

- Added custom UI for creating reference material files ( Menu Assets / See-through Shader / Create Reference Material )

Bug Fixes:

- Fixed Bug ( move AbsoluteDrawer.cs file from Misc to Core/Editor folder )


_______ _____ ___ __ _ _ _ _ _ _

See-through Shader 1.7.2

_______ _____ ___ __ _ _ _ _ _ _

New Features:

- Added Textured Emission Edge

- Improved Custom UI for the inspector

- Fixed Bugs


_______ _____ ___ __ _ _ _ _ _ _

See-through Shader 1,7.1

_______ _____ ___ __ _ _ _ _ _ _

Fixed some bugs


_______ _____ ___ __ _ _ _ _ _ _

See-through Shader 1.7

_______ _____ ___ __ _ _ _ _ _ _

Major Upgrade with new features:

- Supports now multiple playable characters ( PlayerPositionToGlobalVector.cs has been exchanged by one Global Script that holds a List of all Players )

- Added URP Support

- Added HDRP Support


_______ _____ ___ __ _ _ _ _ _ _

See-through Shader 1.6

_______ _____ ___ __ _ _ _ _ _ _

Changed Default Model in the Demo scene


_______ _____ ___ __ _ _ _ _ _ _

See-through Shader 1.5

_______ _____ ___ __ _ _ _ _ _ _

Major Upgrade with new features :

- AutoClear Mesh in a radius around the player on all or specific Layers ( perfect for simple or procedural buildings )

- AutoDetect Building with Raycast Algorithm ( detects if the player is within a building or not with the help of the building elements colliders )

- Improved Trigger-based setup ( most precise, does not colliders and triggers exactly at a certain point like a door well )

- Animation added with variable speed for dissolve texture

- Improved precise control over dissolve texture area ( falloff setting )

- Camera replacement script added to add the shader to all elements on a specific layer at the start ( on stop will change back )

- Improved ability to exempt materials from the effect

Basic Information
Latest Version
1.9.0 (06 Mar 2026)
Publisher
Shadercrew
Category
Tools/Particles & Effects
Size
122.2 MB
Price
€45.99
Asset Rating
(58)
Extended Information
Unity Versions
2021.3.45
Render Pipelines
BIRP URP HDRP
State
Published