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See Through Shaders

Shaders that react to the player's position towards the camera within a video game.

This was created for a final school project at a Game Design course at Vancouver Film School called Isoun: The Hunt.
http://community.vfs.com/arcade/game/isoun-the-hunt/

It was great practice manipulating a shader through gameplay (camera position). See the C# code and shader code at https://github.com/LeonardoHayasida/UnityScripts/tree/main/ShaderScripts

Consider the Blue Outliner being the default shader. 
The first shader uses a dissolve effect using an object as a mask. 
The second always renders the object.
 The shader will change based on what it is between the player and camera.

Consider the Blue Outliner being the default shader.
The first shader uses a dissolve effect using an object as a mask.
The second always renders the object.
The shader will change based on what it is between the player and camera.

Dissolve effect using an object as a mask.

Dissolve effect using an object as a mask.

Amplify Shader Graph for the first shader where the user can set its properties such as size (a sphere with a radius in this case), softness, smoothness, and offset in XYZ.

Amplify Shader Graph for the first shader where the user can set its properties such as size (a sphere with a radius in this case), softness, smoothness, and offset in XYZ.

The second shader always renders the object whenever the set position (player's center of mass) is blocked by something. 
The user can set its color when it is seen behind something. 
The shader code is on the link in the description.

The second shader always renders the object whenever the set position (player's center of mass) is blocked by something.
The user can set its color when it is seen behind something.
The shader code is on the link in the description.