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How to render projector in front of walls but behind player?
I'm looking to replicate this effect:
The selection circle can be seen through the walls. However, it cannot be seen through the character.
This is the shader I'm using.
Shader "Projector/Markers" {
Properties {
_Color ("Tint Color", Color) = (1,1,1,1)
_Attenuation ("Falloff", Range(0.0, 1.0)) = 1.0
_ShadowTex ("Cookie", 2D) = "gray" {}
}
Subshader {
Tags {"Queue"="Transparent"}
Pass {
ZWrite Off
ColorMask RGB
Blend SrcAlpha One
Offset -1, -1
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f {
float4 uvShadow : TEXCOORD0;
float4 pos : SV_POSITION;
};
float4x4 unity_Projector;
float4x4 unity_ProjectorClip;
v2f vert (float4 vertex : POSITION)
{
v2f o;
o.pos = UnityObjectToClipPos(vertex);
o.uvShadow = mul(unity_Projector, vertex);
return o;
}
sampler2D _ShadowTex;
fixed4 _Color;
float _Attenuation;
fixed4 frag (v2f i) : SV_Target
{
fixed4 texCookie = tex2Dproj (_ShadowTex, UNITY_PROJ_COORD(i.uvShadow));
fixed4 outColor = _Color * texCookie.a;
float depth = i.uvShadow.z;
return outColor * clamp(1.0 - abs(depth) + _Attenuation, 0.0, 1.0);
}
ENDCG
}
}
}
Does anyone has any suggestions on how to achieve this effect? I've been messing around with render orders but can't see to get it. I don't fully understand how to use them with the standard shader.
I've also played around with ZTest Off but that puts the entire selection circle above everything else.
Thanks!
selection.png
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Comment
Answer by xibanya · Dec 24, 2019 at 08:05 AM
you could have the player's shader use the tag "IgnoreProjector" = "True" and then the player won't be affected by projectors.