How do I do this?
Is there already a script out there that does this or do I need a shader that makes obscuring polygons transparent?
Some objects in the game, like a spiral staircase, or a castle, is one large mesh. If this whole object become transparent, then the character would be walking on on a half visible staircase! This is unacceptable, so the way I see it I have to make a ton of small objects, or have a clever script that calculates what polygons to make transparent.
Is there a clever script that does this already out?
I think I can do this with a script that does a raytrace from the camera’s perspective toward the character, and access the object in front of him. But then can I find the material properties and add a transparency shader to just the obscuring polygons based on uv coords?.
Is there a script or some code someone could show me to help out?
Any input greatly appreciated, thanks!