Shader Effects -> Behind of Meshes



I would like to create a shader with Diffuse, Normal with Rim Effect (Fresnel), in where the main Character when it’s behind of a wall o any mesh we can see him through silhouette, but the silhouette looks like fresnel like the image:


I guess you draw them in different layers and combine with mask.

“Whydoidoit”: No, I dont have it :frowning:

“alucardj”: I had it, but the silhouette it’s just a simple solid color, not a Fresnel effect.

You should use two pass shader;

first pass ztest great

draw overlay when object under other mesh

first pass ztest lequal

draw normal

please reference this shader: