Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by zico_mahilary · Oct 03, 2014 at 05:14 AM · shaderstransparent shader

make gameobjects visible when behind other gameobjects

hi, i am trying to make a psychedelic game but im stuck badly on this issue. I need to make a gameobject visible through all other gameobjects in the scene even though it may be behind other gameobjects.

let me try to explain with this image alt text

the blue vortex kind of thing in the image is nothing but planes with a transparent texture moving towards the camera from a fixed point in the z-axis to give the illusion of a vortex. These planes need to be visible even when behind other gameobjects. For example on the lower left of the image where it is behind the terrain and is not visible, but it should be.

I guess i need to write a shader for this, or is there anything inbuilt in unity? please help.

whatimean.png (112.8 kB)
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

3 Replies

· Add your reply
  • Sort: 
avatar image
2
Best Answer

Answer by tanoshimi · Oct 03, 2014 at 06:09 AM

Yes, you need a shader, but it's not hard. The settings you need to ensure are set are:

 Cull Off
 ZTest Always
 ZWrite Off

If you want an inbuilt example, look at the 3D text shader that comes with Unity, which renders text in front of everything else in the scene. More info at http://docs.unity3d.com/Manual/SL-CullAndDepth.html

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image zico_mahilary · Oct 03, 2014 at 10:00 AM 0
Share

thanks a lot for the information... im looking into it right now. Cheers!

avatar image
5

Answer by TheSidofEvil · Apr 27, 2015 at 06:32 AM

i know this is old but to keep shadows and model complexity use this one that makes 3D objects stay 3D and not have their own faces appear in front of them

 Shader "Custom/Custom" {
 Properties {
     _Color ("Color", Color) = (1,1,1,1)
     _MainTex ("Albedo (RGB)", 2D) = "white" {}
 }
 SubShader {
 Cull Off
 Pass{
     ZTest Greater
     }
 Pass{
     ZTest Less
 }
 Pass{
     ZTest Always
 }
     Tags { "RenderType"="Opaque" }
     LOD 200
     
     CGPROGRAM
     // Physically based Standard lighting model, and enable shadows on all light types
     #pragma surface surf Standard fullforwardshadows

     // Use shader model 3.0 target, to get nicer looking lighting
     #pragma target 3.0

     sampler2D _MainTex;

     struct Input {
         float2 uv_MainTex;
     };

     fixed4 _Color;

     void surf (Input IN, inout SurfaceOutputStandard o) {
         // Albedo comes from a texture tinted by color
         fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
         o.Albedo = c.rgb;
         // Metallic and smoothness come from slider variables
         o.Alpha = c.a;
     }
     ENDCG
 } 
 FallBack "Diffuse"

}

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by methusalah999 · Sep 18, 2019 at 07:47 PM

tl;dr: You can render these objects on a second camera

There is a non shader solution for this problem. The principle is to have a secondary camera that will take only your objects into account, then render on the top of the primary camera. It allows lighting, depth test between objects, and even shadows and post processing

_ set a special layer for the objects to render above everything else,

_ use only this layer in the secondary camera culling mask,

_ set the secondary camera clear flag to "don't clear", so the empty space will remain transparent,

_ set a greater depth for the secondary camera, so it is rendered after the primary one,

All other properties have to be exactly the same as the primary cam, including the transform.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

28 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Standard shader's Fade rendering mode won't allow full opacity with a textured material 0 Answers

projector won't effect transparent cutout shader? 1 Answer

make masked object transparant 0 Answers

ShaderGraph Transparency Issues 1 Answer

Distortion Shader does not render transparent objects (Shader Graph) 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges