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Question by NeonTheCoder · Aug 14, 2017 at 04:25 AM · c#shaderrendering

X-Ray shader / Cutting a hole through a mesh

I'm looking for a Shader that can do this essentially: https://unitycoder.com/blog/2012/02/22/x-ray-cutout-shader-with-mouse/#comment-76005 and or this https://www.youtube.com/watch?v=vksqOpdgMQA

I've tried searching the Asset store but the "X-Ray" scripts there are either something that I could do myself very easily (Raytracing from camera to player and hiding objects in the way or making them transparent) or a the one that uses another camera which is resource intensive.

The first link has the package for the Shader which I will actually post

 // xray mouse pos shader test v1.0 - mgear - http://unitycoder.com/blog
 
 Shader "mShaders/XRay1"
 {
     Properties {
         _MainTex ("Base (RGB)", 2D) = "white" {}
         _ObjPos ("ObjPos", Vector) = (1,1,1,1)
         _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
         _Radius ("HoleRadius", Range(0.1,5)) = 2
     }
     SubShader {
         Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}
         Cull Off // draw backfaces also, comment this line if no need for backfaces
         AlphaTest Greater [_Cutoff]
         
         CGPROGRAM
 //        #pragma target 3.0
         #pragma surface surf Lambert 
 //        #include "UnityCG.cginc"
 
         struct Input 
         {
             float2 uv_MainTex;
             
 //            float3 depth;
 //            float4 pos;
 //            float3 viewDir;
             
             float3 worldPos;
 //            float3 worldRefl;
 //            float3 worldNormal;
 //            float4 screenPos;
 //            INTERNAL_DATA
         };
         
         sampler2D _MainTex;
         uniform float4 _ObjPos;
         uniform float _Radius;
 
         void surf (Input IN, inout SurfaceOutput o) 
         {
         
             half3 col = tex2D (_MainTex, IN.uv_MainTex).rgb;
 
             float dx = length(_ObjPos.x-IN.worldPos.x);
             float dy = length(_ObjPos.y-IN.worldPos.y);
             float dz = length(_ObjPos.z-IN.worldPos.z);
             float dist = (dx*dx+dy*dy+dz*dz)*_Radius;
             dist = clamp(dist,0.5,1);
             
             o.Albedo = col; // color is from texture
             o.Alpha = dist;  // alpha is from distance to the mouse
         }
         ENDCG
     } 
     FallBack "Diffuse"
 }
 

However in the current version of Unity this shader no longer does anything, Dark_Seth made the video for the second link and also made a unity forum post (https://forum.unity3d.com/threads/wip-x-ray-shader-works-on-all-mesh.413968/), however no one discussed how to do it there.

So basically, I need help getting the provided shader to work, or for someone to make a new shader like this one and post it on the asset store as a free or paid asset.

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Answer by Destolos · Aug 15, 2017 at 10:25 AM

This is not perfect, but it works for me:

 Shader "mShaders/XRay1"
 {
     Properties 
     {
         _MainTex ("Base (RGB)", 2D) = "white" {}
         _ObjPos ("ObjPos", Vector) = (1,1,1,1)
         _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
         _Radius ("HoleRadius", Range(0.1,2)) = 2
     }
 
     SubShader
     {
         Pass
         {
             Cull Off 
 
             CGPROGRAM
 
             #pragma vertex vert  
             #pragma fragment frag 
 
             uniform sampler2D _MainTex;
             float _Radius;
             float4 _ObjPos;
 
             struct vertexInput {
                 float4 vertex : POSITION;
                 float4 texcoord : TEXCOORD0;
             };
             struct vertexOutput {
                 float4 pos : SV_POSITION;
                 float4 worldPos : POSITION1;
                 float4 tex : TEXCOORD0;
             };
 
             vertexOutput vert(vertexInput input)
             {
                 vertexOutput output;
 
                 output.tex = input.texcoord;
                 output.pos = UnityObjectToClipPos(input.vertex);
                 output.worldPos = mul(input.vertex, unity_ObjectToWorld);
                 return output;
             }
 
             float4 frag(vertexOutput input) : COLOR
             {
                 float4 textureColor = tex2D(_MainTex, input.tex.xy);
                 if (distance(input.worldPos.xyz, _ObjPos) < _Radius)
                 {
                     discard; 
                 }
                 return textureColor;
             }
 
             ENDCG
             }
         }
     FallBack "Diffuse"
 }
 
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