Unity cross view like Unreal?

Hi.

In this sample made with Unreal they use a very awesome cross section tool. I just managed to do it only with shaders and only with opened surfaces, so in the cutted zone the object remains opened. To solve it we can paint intern of it giving the impression of closed area.

But for a complex models with many parts is very hard to do it because faces enter in others closed faces and mess all

Unity have or planning to do a similar tool?

To product visualization is very interessant and awsome tool.

Thank you.

It’s “just” cross section shaders with stencils.

An old example is here: The Open-Cross-Section-Project (PBR+Shaderforge)

A non stencil based example here: GitHub - bradsc0tt/Cross-Section-Shader

This Unreal example is not a cross-section as much as clipping section.
It is just a clipping section with some color tint and dissolving modification near the clipping plane.

For the most of a car or vehicle model which consist of sheet metal stampings of steel profiles it is realistic enough, because these can be just represented by double sided thin surfaces with no thickness. Most of the automotive parts shafts are just empty inside. As I can see on this video - only the walls of the tyres and wires of coil springs are lacking the internal section and the rest looks realistic.

You can take a look at my old free asset store asset, which I have published a number of years ago -
https://assetstore.unity.com/packages/vfx/shaders/world-space-fading-transitions-98207 - but users still keep on downloading it.

You can also look at another asset store paid asset https://assetstore.unity.com/packages/tools/particles-effects/see-through-shader-193955

And I have also made something myself - this time a true cross-section asset - because it capable of adding section surfaces to the closed meshes, also including these which intersect. https://assetstore.unity.com/packages/vfx/shaders/crosssection-93478.
This video demonstrates using it on the architectural model: