Uploaded July 2022 | Updated September 2026, 1 hour ago
Learn how you can easily fade out objects that are using the standard URP shaders that obstruct view to the player using C# code!
In this tutorial you'll see how to determine which material properties to adjust for the standard URP shaders:
⚫ Universal Render Pipeline/Lit
⚫ Universal Render Pipeline/Complex Lit
⚫ Universal Render Pipeline/Simple Lit
⚫ Universal Render Pipeline/Unlit
⚫ Universal Render Pipeline/Baked Lit
as well as learn the process to determine which properties to modify for any other shader when documentation is lacking!
In my tests this performs on average, 0.04ms per frame with the code here, which is, in my opinion, for most cases "good enough" performance to use when you do not know how to make a shader to do this, or just want to keep using the standard URP shaders.
🔶 ALL THINGS LlamAcademy now available at: https://llamacademy.dev/support including latest tutorials, courses, ways to support, and more! Check it out 🙂
👨💻 Get the FULL FREE PROJECT on GitHub: github.com/llamacademy/urp-fading-standard-shaders
🏷️Save 25% on the ultimate C# IDE: JetBrains Rider with code LLAMACADEMY: jetbrains.com/store/?section=personal&billing=yearly
Some links may be affiliate links, which at no additional cost to you, gives me a small portion of the purchase.
Chapters:
00:00 Topic Introduction
01:45 URP Standard Shader Inspection
03:28 Scene Setup
03:50 FadingObject.cs - Control Which Renderers to Fade
05:49 Variables - FadeObjectsBlockingObject.cs
07:28 Check For Objects Blocking Player - FadeObjectsBlockingObject.cs
11:03 Fade an Object OUT - FadeObjectsBlockingObject.cs
13:53 Fade an Object IN - FadeObjectsBlockingObject.cs
17:41 Set up in Inspector & Demo
18:43 Closing Thoughts
Learn how you can easily fade out objects that are using the standard URP shaders that obstruct view to the player using C# code!
In this tutorial you'll see how to determine which material properties to adjust for the standard URP shaders:
⚫ Universal Render Pipeline/Lit
⚫ Universal Render Pipeline/Complex Lit
⚫ Universal Render Pipeline/Simple Lit
⚫ Universal Render Pipeline/Unlit
⚫ Universal Render Pipeline/Baked Lit
as well as learn the process to determine which properties to modify for any other shader when documentation is lacking!
In my tests this performs on average, 0.04ms per frame with the code here, which is, in my opinion, for most cases "good enough" performance to use when you do not know how to make a shader to do this, or just want to keep using the standard URP shaders.
🔶 ALL THINGS LlamAcademy now available at: https://llamacademy.dev/support including latest tutorials, courses, ways to support, and more! Check it out 🙂
👨💻 Get the FULL FREE PROJECT on GitHub: github.com/llamacademy/urp-fading-standard-shaders
🏷️Save 25% on the ultimate C# IDE: JetBrains Rider with code LLAMACADEMY: jetbrains.com/store/?section=personal&billing=yearly
Some links may be affiliate links, which at no additional cost to you, gives me a small portion of the purchase.
Chapters:
00:00 Topic Introduction
01:45 URP Standard Shader Inspection
03:28 Scene Setup
03:50 FadingObject.cs - Control Which Renderers to Fade
05:49 Variables - FadeObjectsBlockingObject.cs
07:28 Check For Objects Blocking Player - FadeObjectsBlockingObject.cs
11:03 Fade an Object OUT - FadeObjectsBlockingObject.cs
13:53 Fade an Object IN - FadeObjectsBlockingObject.cs
17:41 Set up in Inspector & Demo
18:43 Closing Thoughts







