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Question by aarquea_unity · Aug 15, 2020 at 12:10 PM · materialshader programmingwalls

Show object behind the wall

Hello, i'm trying to show object behind the wall. I loss shadows trying it. My objective is when the object is behind the wall show white silhouette but when is not behind the wall show a simple standard material.

 Shader "Unlit/ThrowWall"
 {
     Properties
     {
         _Color("Main Color", Color) = (1,1,1,1)
         _MainTex("Base (RGB) Gloss (A)", 2D) = "white" {}
 
     }
         Category
     {
     SubShader {
           Tags { "Queue" = "Overlay+1"
                  "RenderType" = "Transparent"}
           CGPROGRAM
           #pragma surface surf Lambert
           struct Input {
               float2 uv_MainTex;
           };
           sampler2D _MainTex;
           void surf(Input IN, inout SurfaceOutput o) {
               o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb;
           }
           ENDCG
         Pass
         {
             Cull Off
             ZWrite Off
             ZTest Greater
             Lighting Off
             Color[_Color]
         }
         Pass
         {
             ZTest Less
             SetTexture[_MainTex] {combine texture}
         }
         }
     }
             FallBack "Diffuse"
 }
 
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avatar image Yword · Aug 15, 2020 at 03:10 PM 0
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Hi aarquea_unity, maybe can remove "Cull Off"?

avatar image aarquea_unity Yword · Aug 15, 2020 at 03:13 PM 0
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Hello! thanks for you answer. Finally I just moved Pass to top.

 Shader "Unlit/ThrowWall"
 {
     Properties
     {
         _Color("$$anonymous$$ain Color", Color) = (1,1,1,1)
         _$$anonymous$$ainTex("Base (RGB) Gloss (A)", 2D) = "white" {}
 
     }
 
     SubShader {
                 Pass
         {
             Cull Off
             ZWrite Off
             ZTest Greater
             Lighting Off
             Color[_Color]
         }
                 Pass
         {
             ZTest Less
             SetTexture[_$$anonymous$$ainTex] {combine texture}
         }
           Tags { "Queue" = "Overlay+1"
                  "RenderType" = "Transparent"}
           CGPROGRA$$anonymous$$
           #pragma surface surf Lambert
           struct Input {
               float2 uv_$$anonymous$$ainTex;
           };
           sampler2D _$$anonymous$$ainTex;
           void surf(Input IN, inout SurfaceOutput o) {
               o.Albedo = tex2D(_$$anonymous$$ainTex, IN.uv_$$anonymous$$ainTex).rgb;
           }
           ENDCG
 
         }
         FallBack "Diffuse"
     }

This is the result and worke like I want

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