I’m trying to “hide” walls behind the player by setting their transparency down a bit. I don’t want them to cast or receive shadows any differently than if they were opaque, just make them slightly transparent so the player is never hidden. Seems like most of what I’m finding is for people who want to allow transparent objects to cast shadows based on transparency, so I’m hoping there is a multi-pass system that might allow shadows to ignore the alpha channel of the object, but still make the object alpha-y? Could I maybe just modify the diffuse channel’s alpha?
In a related note, I’ve found reference to the Visibility Bubble system implemented in a few games, but very little in regards to how to implement it. Any thoughts?