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I had already forgotten about this project, but I recovered it since someone commented that he needed to do something similar.
I calculated the occlusion of the character with the wall in a strange way, it isn't raycasting because I do it in the GPU, but it isn't depth testing either because I don't compare fragment by fragment. But the concept of projection is quite interesting and I will use it in future videos.
You might be able to use raycasting and multiple instances to solve the depth problem on the CPU in an easier way.
I already demonstrated how to do this in an earlier video where I fade the walls individually.
SHADER INCLUDE FILE
pastebin.com/Q...
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/ wall-hole-using-105922463
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