How to use Unity Universal Rendering Pipeline (URP) to implement see through Objects
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First we need to create new layer for Player ( also apply to child objects)
Step 1: Create material that will use to render when player is behind some things
Example I create simple Fresnel effect and multiply with color
Step2: In URP Renderer Data(URD), add 2 Renderer Feature, select Render Objects
1. Render Object:
Layer Mask: Player
Override Mode: Material
Select Material created before
Enable Depth and set Depth test : Greater
This pass will only render when the distance to the pixel is greater than value stored in the depth buffer
2. Render Object
Layer Mask: Player
* if we don't add second Render Object player only show up if it's behind something.
Final URD will look like this
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