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Occlusions

There is no generic way to let virtual objects be occluded by real objects in front of them at this point. However, if you have access to the geometry of any real-world objects, you can use it to this effect. For example, you can use tracked hands to occlude the virtual scene (let’s say a virtual light switch) and make the hands appear as passthrough. Render the hands/occluder with a material that only writes to the depth buffer, before other objects. You can achieve this with a custom depth on the material. Subsequent VR objects/materials fail the depth test and don’t render in the area of the occluder, giving the illusion of being behind the occluder.
Passthrough occlusion
This approach for occlusion only works across the entire mesh, so it’s a fully opaque solution.
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