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Question by albusorin · Mar 03, 2014 at 03:48 PM · 3dtextcomponenthidebehind

3D Text Component hide from behind

Hi,

Is there a way to hide a 3D Text Component that is in "air" when the user look from behind? I'm not talking to hide when is behind an element like here: http://wiki.unity3d.com/index.php?title=3DText

So I have a 3D text up on the player, and from front is ok:

alt text

And from behind the text should not be visible:

alt text

I try with Transparent, but it give me a black color. How can I resolve this?

Thanks, Sorin

singleback.png (237.5 kB)
singlefront.png (237.5 kB)
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avatar image albusorin · Mar 04, 2014 at 09:34 AM 0
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So... there is a solution for that?

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Answer by robertbu · Mar 04, 2014 at 09:55 AM

You could turn it off. Compare the Vector3.Dot() of the transform.forward of the camera with the transform.forward of the 3D Text. If the value is negative, then disable the renderer. Put something like this on your 3D Text.

 #pragma strict
 
 function Update() {
     renderer.enabled = Vector3.Dot(transform.forward, Camera.main.transform.forward) > 0.0;
 }
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avatar image albusorin · Mar 04, 2014 at 10:17 AM 0
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I was thinking on some shader, is there a shader that will work?

avatar image robertbu · Mar 04, 2014 at 01:32 PM 1
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Take a look at the shader and instructions here:

http://wiki.unity3d.com/index.php/3DText

You would need to change 'Cull Off' to 'Cull Back'.

avatar image albusorin · Mar 05, 2014 at 07:23 AM 0
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Thanks Robert! This I was searching for. It's working great!!! So now the script looks like this:

 Shader "GUI/3D Text Shader" { 
 Properties { 
    _$$anonymous$$ainTex ("Font Texture", 2D) = "white" {} 
    _Color ("Text Color", Color) = (1,1,1,1) 
 } 
 
 SubShader { 
        Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } 
        Lighting Off Cull Back ZWrite Off Fog { $$anonymous$$ode Off } 
        Blend SrcAlpha One$$anonymous$$inusSrcAlpha 
        Pass { 
           Color [_Color] 
           SetTexture [_$$anonymous$$ainTex] { 
              combine primary, texture * primary 
           } 
        } 
     } 
 }
avatar image Kiloblargh · Mar 05, 2014 at 07:56 AM 0
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$$anonymous$$ark answered, then

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