• 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 NeonTheCoder · Aug 14, 2017 at 04:25 AM · c#shaderrendering

X-Ray shader / Cutting a hole through a mesh

I'm looking for a Shader that can do this essentially: https://unitycoder.com/blog/2012/02/22/x-ray-cutout-shader-with-mouse/#comment-76005 and or this https://www.youtube.com/watch?v=vksqOpdgMQA

I've tried searching the Asset store but the "X-Ray" scripts there are either something that I could do myself very easily (Raytracing from camera to player and hiding objects in the way or making them transparent) or a the one that uses another camera which is resource intensive.

The first link has the package for the Shader which I will actually post

 // xray mouse pos shader test v1.0 - mgear - http://unitycoder.com/blog
 
 Shader "mShaders/XRay1"
 {
     Properties {
         _MainTex ("Base (RGB)", 2D) = "white" {}
         _ObjPos ("ObjPos", Vector) = (1,1,1,1)
         _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
         _Radius ("HoleRadius", Range(0.1,5)) = 2
     }
     SubShader {
         Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}
         Cull Off // draw backfaces also, comment this line if no need for backfaces
         AlphaTest Greater [_Cutoff]
         
         CGPROGRAM
 //        #pragma target 3.0
         #pragma surface surf Lambert 
 //        #include "UnityCG.cginc"
 
         struct Input 
         {
             float2 uv_MainTex;
             
 //            float3 depth;
 //            float4 pos;
 //            float3 viewDir;
             
             float3 worldPos;
 //            float3 worldRefl;
 //            float3 worldNormal;
 //            float4 screenPos;
 //            INTERNAL_DATA
         };
         
         sampler2D _MainTex;
         uniform float4 _ObjPos;
         uniform float _Radius;
 
         void surf (Input IN, inout SurfaceOutput o) 
         {
         
             half3 col = tex2D (_MainTex, IN.uv_MainTex).rgb;
 
             float dx = length(_ObjPos.x-IN.worldPos.x);
             float dy = length(_ObjPos.y-IN.worldPos.y);
             float dz = length(_ObjPos.z-IN.worldPos.z);
             float dist = (dx*dx+dy*dy+dz*dz)*_Radius;
             dist = clamp(dist,0.5,1);
             
             o.Albedo = col; // color is from texture
             o.Alpha = dist;  // alpha is from distance to the mouse
         }
         ENDCG
     } 
     FallBack "Diffuse"
 }
 

However in the current version of Unity this shader no longer does anything, Dark_Seth made the video for the second link and also made a unity forum post (https://forum.unity3d.com/threads/wip-x-ray-shader-works-on-all-mesh.413968/), however no one discussed how to do it there.

So basically, I need help getting the provided shader to work, or for someone to make a new shader like this one and post it on the asset store as a free or paid asset.

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

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by Destolos · Aug 15, 2017 at 10:25 AM

This is not perfect, but it works for me:

 Shader "mShaders/XRay1"
 {
     Properties 
     {
         _MainTex ("Base (RGB)", 2D) = "white" {}
         _ObjPos ("ObjPos", Vector) = (1,1,1,1)
         _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
         _Radius ("HoleRadius", Range(0.1,2)) = 2
     }
 
     SubShader
     {
         Pass
         {
             Cull Off 
 
             CGPROGRAM
 
             #pragma vertex vert  
             #pragma fragment frag 
 
             uniform sampler2D _MainTex;
             float _Radius;
             float4 _ObjPos;
 
             struct vertexInput {
                 float4 vertex : POSITION;
                 float4 texcoord : TEXCOORD0;
             };
             struct vertexOutput {
                 float4 pos : SV_POSITION;
                 float4 worldPos : POSITION1;
                 float4 tex : TEXCOORD0;
             };
 
             vertexOutput vert(vertexInput input)
             {
                 vertexOutput output;
 
                 output.tex = input.texcoord;
                 output.pos = UnityObjectToClipPos(input.vertex);
                 output.worldPos = mul(input.vertex, unity_ObjectToWorld);
                 return output;
             }
 
             float4 frag(vertexOutput input) : COLOR
             {
                 float4 textureColor = tex2D(_MainTex, input.tex.xy);
                 if (distance(input.worldPos.xyz, _ObjPos) < _Radius)
                 {
                     discard; 
                 }
                 return textureColor;
             }
 
             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

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.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

388 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 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 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 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 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 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 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 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 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 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 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 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 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 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

How to render a RenderTexture into a specific mipLevel 0 Answers

Why when changing the doors colors it's not changing anything ? 1 Answer

Is it possible to use a single function for OnRenderImage AND [ImageEffectOpaque]OnRenderImage? 0 Answers

Multiple Cars not working 1 Answer

Distribute terrain in zones 3 Answers

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges