Quick See Through Shader


Quick See Through Shader


by Gee Zyy Games


Price History +

SeeThroughShader creates a see-through effect by revealing surface areas hit by a ray, useful for visual effects like looking through walls or revealing hidden 3D objects or characters. It also includes several customizable features listed below.


  • Free Active Feature

What it does:

When true, the player can emit the raycast and trigger the shader effect without first switching/activating the weapon.

When false:

The weapon must be activated (or the gun enabled) before the raycast will produce the see-through effect.

Usage tip:

Set Free Active Bool = true for debugging or tools where you want instant testing. Set it to false for game modes where the effect should only work while the weapon is active.



  • Shader Size Feature

What it does:

Controls the final radius/size of the hole created by the shader — i.e., how large the see-through area becomes.

Effect:

Larger values = larger visible hole.

Usage tip:

Use this with Shader Fade Speed to create smooth growth from impact point to full size.



  • Shader Border Size Feature

What it does:

Controls the thickness of the outline (a circular border) drawn around the see-through hole.

Usage tip:

Increase border size to emphasize the effect, or keep it small for a subtle cutout.



  • Shader Fade Speed Feature

What it does:

Determines the lerp speed of the shader effect from its initial state to the Shader Size.  

Example behavior:

With a small initial hole, the shader will interpolate (grow) to Shader Size at the rate controlled by this parameter.



  • Ray Distance Feature

What it does:

The maximum raycast length used to detect targets. The shader effect only triggers when the raycast hits an object within this distance. 

Effect:

Shorter distances limit the effect to close targets; longer distances allow far targets to be affected.



  • Shader Mask Feature

What it does:

A layer mask that restricts which objects the shader system will detect and affect. Only objects on layers included in this mask will respond to the raycast and show the see-through effect. 

Usage tip:

Use the mask to avoid unintended objects being affected and to optimize performance by raycasting only against relevant objects.


⚠️ This package is only supported with Unity URP (Universal Render Pipeline).