Dynamic Occlusion Cutout System (DOCS) – Dissolve 2D/3D with target tracking
Dynamic Occlusion Cutout System (DOCS) enables occlusion cutout for objects between the camera and the target/player.
by PixelPulse
Price History +
Bring advanced camera occlusion handling to your game.
This effect dynamically reveals the player when hidden behind walls, props, or environment* geometry without breaking immersion. The system combines shader masking and camera-to-target sphere casting to deliver a smooth, customizable, and production-ready solution.
✨ Features
- Visual clarity – Automatically cut out occluding geometry when the camera view is blocked.
- Shader Graph implementation – Clean, extensible, and ready for customization.
- Smooth transitions – Built-in lerp logic ensures seamless reveal and hide animations.
- Camera-to-target occlusion detection – Accurate results thanks to raycast + dot product filtering.
- Optimized & flexible – Adjustable radius, height correction, and performance-friendly masking.
- Ready-to-use & extensible – Easy to integrate into any Unity project, with well-structured scripts and materials.
- Full Render Pipeline compatibility – Built-in, Universal (URP), and High Definition (HDRP)
🎮 Use Cases
- RPGs & Adventure Games – keep the player visible in dense environments.
- Top-down / isometric camera setups – eliminate camera blocking issues.
- Stealth & dungeon crawlers – maintain gameplay clarity without breaking atmosphere.
📦 Package Contents
- Shader Graph file (occlusion cutout shader)
- C# scripts for mask control & sphere casting
- Example prefabs and demo scene
- Documentation & setup guide
Give your game the clarity and polish of modern role-playing and adventure titles with this plug-and-play occlusion system.
*Display models not included