Here I have some “trees”. I would like the character to appear as if it goes behind one of them. It appears to be most common that the character would become translucent.
Would it be optimal/feasible to use an alpha to mask the character as such:
The variation of grey would have to be tweaked but would something like this work? Perhaps, instead, I could tie the translucence of the character to a game object that will be used for collision.
If you need the transparency and collision, pre-rendering seems like more trouble that it is worth. You can bake the shadows and lighting into the models, which you will give you the look, but still have the models on the stage. Then you can just use shaders for the invisibility part. (or camera layers).
I am more comfortable in a 3d modeling/sculpting environment than a game engine. Moreover, I am new to unity.
With that said this layers/culling looks rather interesting. I assume I could knock out two birds with one stone. A mesh for collision and acquiring the desired transparent result.
I had come across this idea while brainstorming, but I rather render high poly models than reduce the poly count to render them in real-time. Furthermore, I am using ptex to counter the time spent on modeling and I don’t think unity supports this at this time.