See-through Shader lets your camera reveal anything standing between it and the player — walls, buildings, obstacles — seamlessly and without tanking performance. Built by the ShaderCrew.

Drop it in and wire it up with a suite of editor tools designed to make obstruction-reveal effortless across any scene.
Dissolve obstacles between the camera and player with tunable dissolve textures, emission edges and clipped shadows.
Circle and intrinsic-dissolve obstruction with adjustable strength, destroy radius and falloff per character.
Swap whole groups of materials to the reference shader by group or parent transform, with layer-mask exemptions.
Automatically finds and tags structures so interiors reveal correctly — no manual setup per building.
Playable Characters Position Manager tracks several players at once and reveals around each of them.
Shader Property Synchronizer keeps materials in lockstep at runtime while preserving frame budget.

Cutaways, glowing portals and dissolve reveals — tuned to feel like part of the art direction.












































Bold ink outlines, halftones and cross-hatching for stylised 3D — full control over lighting, ramps and edges, in Built-in & URP.










Everything you need to craft comic, cel and pop-art looks — for Built-in & URP, and fully compatible with See-through Shader.
Sharp cell-based blocks for a classic comic look, or rich multi-color gradients for smooth, dynamic transitions.
Blinn-Phong or full PBR lighting, with cell-based light partitioning to add that signature toon effect on top.
Control stroke density, size, direction, falloff, draw space, polar/cartesian coords and a dozen blend modes.
Polka-dot shading with adjustable density, dot size, roundness, line offset and blending — UV or screen space.
Add gloss highlights and dramatic rim outlines to emphasise silhouettes and give materials extra pop.
Add clean comic-book outlines with full control over colour and width for that perfect inked finish.
The same toon looks — hatching, halftones and cell-shading — built for sprites & tilemaps in 2D projects.




The same cartoon toolkit for Sprites & Tilemaps — fully compatible with URP 2D Lights.
Drop-in toon materials for 2D projects, fully compatible with URP 2D Lights and multiple light sources.
Sharp comic-style flat blocks or smooth multi-color gradients — or turn shading off for a clean flat look.
Stroke density, size, direction, falloff, draw space and blend modes — layer cells for a cross-hatched effect.
Pop-art polka dots with density, dot size, roundness and line-offset control in UV or screen space.
Add comic-book outlines with full control over colour and width for crisp, stylised sprites.
Introduce natural variation to stroke/dot size, opacity and density for a hand-drawn, organic feel.
The official integration that brings See-through Shader's reveal to MicroSplat-textured terrain — so even terrain stops hiding your player.




Three production-ready assets — plus an integration add-on for See-through Shader.
See through walls, buildings and obstacles between the camera and your player. Built-in & URP, every perspective except first person.
Stylised cel-shading for 3D — crisp, fully customisable toon looks with control over lighting, edges and ramps.
Bring the toon look to sprites & tilemaps — the same stylised shading, built for 2D projects.
Full PDF manuals for every ShaderCrew product.
A passionate team dedicated to smart visual solutions for modern projects. We focus on quality, performance and usability — pouring effort into every detail to improve the player experience through innovative shaders like See-through Shader.
Grab See-through Shader on the Unity Asset Store and never lose sight of your player again.
Get See-through Shader →