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Question by cesarm · Dec 18, 2014 at 03:36 PM · shadercamerasdepth-bufferztest

Shaders: How to ztest against specific layers?

I made this shader to overlay a color when my player's mesh is hidden by other geometry in the scene:

 SubShader 
      { 
          Tags { "Queue"="Overlay+1" }
  
          Pass
          {
              ZWrite Off
              ZTest Greater
              Lighting Off
              Cull off
              Color [_ColorInvisible]
          }
  
          Pass 
          {
              ZTest Less
              Material {
                 Diffuse [_Color]
                 Ambient (0,0,0,0)
             }
              Lighting On
              SeparateSpecular On
              
              SetTexture [_MainTex] {combine texture * primary DOUBLE, texture * primary}
          } 
      }

The shader is working great but I'm unable to make it work only with specific layers:

I would like to make the overlay only when my player (wich has the above shader applied) is behind objects on a specific layer (i.e Wall layer).

How can i achieve this?

Thanks in advance.

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avatar image cesarm · Dec 18, 2014 at 03:34 PM 0
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I've already seen this related question but it wasn't enough to help me solve my problem.

http://answers.unity3d.com/questions/298459/unity-shader-masking-a-specific-layer.html

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Answer by zharik86 · Dec 18, 2014 at 08:20 PM

I think, you should set sequence of drawing of shaders: at first walls, then the player, further all that remained. For wall and some object use "Queue" = "Geometry" (default). For player change to "Queue" = "Geometry + 10". For all remained object use, for example, "Queue" = "Geometry + 100". For more information about Queue see docs. I hope that it will help you.

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