See-Through
See-Through draws a second pass only when the material is occluded by other geometry — ideal for keeping your hero visible when they walk behind a wall. Genesis exposes it as a stencil-driven extra pass with optional dither, scan lines, or a solid silhouette.
A behind-wall silhouette appearing only while the character is occluded.
When to use it
- Top-down and third-person games where the player can be occluded.
- Tactical visibility — show key units even when blocked.
- Stealth gameplay — silhouette enemies through cover.
- Tutorial highlights — make a quest target visible behind doors.
Difference from Outline
How it works
Genesis adds a second SubShader pass with ZTest Greater and ZWrite Off. It writes only pixels that fail the depth test against the opaque scene — that is, those behind walls. The pass samples the same albedo, then tints, dithers, or solid-fills it based on the chosen mode.
Modes
- Solid silhouette — a flat tinted silhouette behind walls. Best for gameplay-critical reads.
- Dither stipple — a stippled silhouette for a subtler readout.
- Scan-line — scrolling scan lines for the sci-fi targeting look.
A blocked character with and without See-Through. Drag to compare.
Properties
Usage
- Enable See-Through on the hero’s material; the second pass is added automatically.
- Pick a Mode — Solid for gameplay-critical reads, Dither or ScanLine for cinematics.
- Tint it HDR cyan or warm orange for visibility through dark walls.
- If you have many see-through materials, use a Stencil Ref in Rendering Options to mask the pass against UI.
material.SetFloat("_SeeThroughEnabled", 1f);
material.SetColor("_SeeThroughColor", new Color(0.3f, 1.0f, 0.9f) * 2.0f);
material.SetFloat("_SeeThroughMode", 1f); // DitherTips & gotchas
- Disable shadow casting on the see-through pass. Genesis does this internally, but it matters if you author custom variants.
- The pass uses
ZTest Greater, so it writes only where occluded. If your hero is never occluded, you will never see it. - Stencil-mask it from UI so character silhouettes do not punch through HUD elements.
- It is one extra full draw, so reserve it for hero characters rather than every NPC.
Related
- Outline — always-visible stroke alongside see-through.
- Dither Transparency — the pattern source.
- Hologram — pair scan-line modes for sci-fi reads.
- Rendering Options — stencil ref to mask UI.
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