A transparent occluder can be achieved in Unity via the VR/SpatialMapping/Occlusion shader or in three.js like here javascript - three.js transparent object occlusion - Stack Overflow which is very useful for AR solutions. Is there already a way to export this behavior in Needle exporter, or will I have to recreate it in ShaderGraph?
Basically for now youβd make a TS component and add it to objects you want to block, and the component changes the shader directly on the three side.