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Question by jehk27 · Dec 16, 2019 at 12:46 PM · shaderrenderselectionprojectororder

How to render projector in front of walls but behind player?

I'm looking to replicate this effect:

alt text

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 (114.8 kB)
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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.

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