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Question by amcneilly84 · Jan 12, 2014 at 11:09 AM · shader

XRAY Shader visablity issue

I am using a XRAY shader for a glow effect and it works great except for that if the object is behind another object then the shader/object is not visible. what i would like to do is edit the shader so that objects show through all other objects?

The shader code is shown below

 // Mobile Xray Shader created by Bruno Rime 2012
 // Free for personal and comercial use
 
 Shader "Mobile/Mobile-XrayEffect" {
     Properties {
         _Color("_Color", Color) = (0,1,0,1)
         _Inside("_Inside", Range(0,1) ) = 0
         _Rim("_Rim", Range(0,2) ) = 1.2
     }
     SubShader {
         Tags { "Queue" = "Overlay+1" }
         LOD 80
         
     Pass {
         Name "Darken"
         Cull off
         Zwrite On
         Blend dstcolor zero
                 
         CGPROGRAM
         
         #pragma vertex vert_surf
         #pragma fragment frag_surf
         #pragma fragmentoption ARB_precision_hint_fastest
         //#pragma multi_compile_fwdbase
 
         #include "HLSLSupport.cginc"
         #include "UnityCG.cginc"
 
 
         struct v2f_surf {
               half4 pos     : SV_POSITION;
               fixed4 finalColor : COLOR;
         };
         
         uniform half4 _Color;
         uniform half _Rim;
         uniform half _Inside;
 
         v2f_surf vert_surf (appdata_base v) {
         v2f_surf o;
             
             o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
             half3 uv = mul( (float3x3)UNITY_MATRIX_IT_MV, v.normal );
             uv = normalize(uv);
             o.finalColor = lerp(half4(1,1,1,1),_Color,saturate(max(1- pow (uv.z,_Rim),_Inside)));
             return o;
         }
         
         fixed4 frag_surf (v2f_surf IN) : COLOR {
 
             return IN.finalColor;
         }
  
     ENDCG
     }
     
     Pass {
         Name "Lighten"
         Cull off
         Zwrite On
         Blend oneminusdstcolor one
                 
         CGPROGRAM
         
         #pragma vertex vert_surf
         #pragma fragment frag_surf
         #pragma fragmentoption ARB_precision_hint_fastest
         //#pragma multi_compile_fwdbase
 
         #include "HLSLSupport.cginc"
         #include "UnityCG.cginc"
 
 
         struct v2f_surf {
               half4 pos     : SV_POSITION;
               fixed4 finalColor : COLOR;
         };
         
         uniform half4 _Color;
         uniform half _Rim;
         uniform half _Inside;
 
         v2f_surf vert_surf (appdata_base v) {
         v2f_surf o;
             
             o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
             half3 uv = mul( (float3x3)UNITY_MATRIX_IT_MV, v.normal );
             uv = normalize(uv);
             o.finalColor = lerp(half4(0,0,0,0),_Color,saturate(max(1- pow (uv.z,_Rim),_Inside)));
             return o;
         }
         
         fixed4 frag_surf (v2f_surf IN) : COLOR {
 
             return IN.finalColor;
         }
  
     ENDCG
     }
 }
 
 FallBack "Mobile/VertexLit"
 }
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avatar image morbidcamel · Jan 12, 2014 at 11:39 AM 0
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Hi look on the asset store, there's a package WallVisionOutlineEffect that might interest you

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Answer by amcneilly84 · Jan 18, 2014 at 02:45 PM

I found using "ZTest Always" worked

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