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Hiding parts of a mesh
Hi, In my project i want to have a cube that when it is located in front of other Gameobjects it will cause the Gameobjects won't be seen. in addition, this cube is moving in the scene and when it passes front of a mesh, those parts of mesh that are behind the cube shouldn't be seen. Is it possible? Thanks a lot.
Well, so long as this cube isn't invisible then when it passes in front of another object between said object and camera then you shouldn't be able to see what's behind it...
I forgot to say that the cube is invisible and this is my problem
Answer by Piflik · Apr 25, 2012 at 05:33 PM
If I understand you correctly, try this shader:
Shader "Matte" {
Properties {
}
SubShader {
Tags {
"Queue"="Background"
"IgnoreProjector"="False"
"RenderType"="Opaque"
}
Cull Off
ZWrite On
ZTest LEqual
ColorMask RGBA
Blend One One
Fog {
}
CGPROGRAM
#pragma surface surf BlinnPhongEditor vertex:vert
#pragma target 2.0
struct EditorSurfaceOutput {
half3 Albedo;
half3 Normal;
half3 Emission;
half3 Gloss;
half Specular;
half Alpha;
half4 Custom;
};
inline half4 LightingBlinnPhongEditor_PrePass (EditorSurfaceOutput s, half4 light) {
half3 spec = light.a * s.Gloss;
half4 c;
c.rgb = (s.Albedo * light.rgb + light.rgb * spec);
c.a = s.Alpha;
return c;
}
inline half4 LightingBlinnPhongEditor (EditorSurfaceOutput s, half3 lightDir, half3 viewDir, half atten) {
half3 h = normalize (lightDir + viewDir);
half diff = max (0, dot ( lightDir, s.Normal ));
float nh = max (0, dot (s.Normal, h));
float spec = pow (nh, s.Specular*128.0);
half4 res;
res.rgb = _LightColor0.rgb * diff;
res.w = spec * Luminance (_LightColor0.rgb);
res *= atten * 2.0;
return LightingBlinnPhongEditor_PrePass( s, res );
}
struct Input {
float4 color : COLOR;
};
void vert (inout appdata_full v, out Input o) {
float4 VertexOutputMaster0_0_NoInput = float4(0,0,0,0);
float4 VertexOutputMaster0_1_NoInput = float4(0,0,0,0);
float4 VertexOutputMaster0_2_NoInput = float4(0,0,0,0);
float4 VertexOutputMaster0_3_NoInput = float4(0,0,0,0);
}
void surf (Input IN, inout EditorSurfaceOutput o) {
o.Normal = float3(0.0,0.0,1.0);
o.Alpha = 1.0;
o.Albedo = 0.0;
o.Emission = 0.0;
o.Gloss = 0.0;
o.Specular = 0.0;
o.Custom = 0.0;
float4 Master0_0_NoInput = float4(0,0,0,0);
float4 Master0_1_NoInput = float4(0,0,1,1);
float4 Master0_2_NoInput = float4(0,0,0,0);
float4 Master0_3_NoInput = float4(0,0,0,0);
float4 Master0_4_NoInput = float4(0,0,0,0);
float4 Master0_5_NoInput = float4(1,1,1,1);
float4 Master0_7_NoInput = float4(0,0,0,0);
float4 Master0_6_NoInput = float4(1,1,1,1);
o.Normal = normalize(o.Normal);
}
ENDCG
}
Fallback "Diffuse"
}
(Done with Strumpy's Shader Editor, so there might be some redundant code there, since I don't understand half of it)
Thanks a lot Philipp, That is exactly what i want. Good luck
A problem. In unity editor this shader works good and hides behind of cube, but when i play the scene the cube surfaces stretch the view and aren't same as what i can see in the editor.why these aren't same? how can i do it?
Ok...I see the problem, but sadly I have no idea how to solve it. I found this though, maybe it works better.
Shader "FX/$$anonymous$$atte Shadow" {
Properties {
_Color ("$$anonymous$$ain Color", Color) = (1,1,1,1)
_$$anonymous$$ainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
}
Category {
Tags {"Queue"="Geometry+500"}
LOD 200
Alphatest Greater 0
ZWrite Off
AlphaTo$$anonymous$$ask True
Color$$anonymous$$ask RGB
Fog { Color [_AddFog] }
Blend DstColor Zero
SubShader {
Pass {
Tags { "Light$$anonymous$$ode" = "Pixel" }
CGPROGRA$$anonymous$$
#pragma fragment frag
#pragma vertex vert
#pragma multi_compile_builtin
#pragma fragmentoption ARB_fog_exp2
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
#include "AutoLight.cginc"
struct v2f {
V2F_POS_FOG;
LIGHTING_COORDS
float2 uv;
float3 normal;
float3 lightDir;
};
uniform float4 _$$anonymous$$ainTex_ST;
v2f vert (appdata_base v)
{
v2f o;
PositionFog( v.vertex, o.pos, o.fog );
o.normal = v.normal;
o.uv = TRANSFOR$$anonymous$$_TEX(v.texcoord,_$$anonymous$$ainTex);
o.lightDir = ObjSpaceLightDir( v.vertex );
TRANSFER_VERTEX_TO_FRAG$$anonymous$$ENT(o);
return o;
}
uniform sampler2D _$$anonymous$$ainTex;
uniform float4 _Color;
float4 frag (v2f i) : COLOR
{
half4 c = _Color * 4 * LIGHT_ATTENUATION(i);
c.a = (1-LIGHT_ATTENUATION(i));
return c;
}
ENDCG
}
}
}
Fallback "Transparent/Cutout/VertexLit", 2
}
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