Round See Through

You have two options to create this effect

Each one with its own advantages and disadvantages. Most of them are highlighted here:

See Through DissolveRound Cone Mask (World Dissolve)

Breaks SRP batcher (uses material property blocks)

Modyfies all materials equally

Up to 6 different masks

Up to 4 different masks

Customization options for edge cases (depth offset), when the player is near multiple objects, in a corner, etc...

One fixed shape that dissolves everything within its range

Screen Space shader controlling the effect

World based shape (Round Cone) that control the effect

Stable Screen Space Radius

Not supported

If you're unsure which one to use, you can experiment with the demo scenes that showcase these two techniques and observe how they behave differently.

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