Files
chameleon/Assets/Unused
adminandClaude Opus 4.8 06f5f33e63 Drive the hero cutout from a single camera-to-target ray
Replace the multi-sample silhouette probe with one camera->target raycast: any world geometry in the line of sight arms the cut, a clear line keeps occluders solid. The shader carves a world-space cone (apex at the camera, radius growing toward the target) so the screen-space hole stays a constant size regardless of occluder depth, with a soft radial fade plus a symmetric axial fade around the target so geometry just behind the player feathers out instead of hard-cutting along a plane. Anything well past the target stays solid. Also suppresses the deoccluder pull-in so the camera holds its orbit distance and the cut takes over.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 08:41:52 +02:00
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