Although in our lobby where it's all hand designed meshes, I'm using the cutout to eliminate occlusions, in the game itself I'm not doing that because it's a mining game, and you need to see all the walls you can mine! So I have a "behind geometry" silhouette for that. We may still use the cutout for other kinds of non-mineable / decorative geometry, they can work together
Edit: oops forgot to strip the audio I was listening to out, that's not the game soundtrack 🤣
@sinbad nice.
some nintendo games do this on an object-level basis (simple dither-based transparency) to avoid the cases where they look hollow, which is also sometimes evident in your demo.
if you wanted to avoid the hollowing-issue completely you'd have to lead your "cone" exactly parallel along the ray lines... but idk if that wouldn't look too flat... some dithering at the edges could be used to make that cone smooth out more... it could work as a 2d z-buffer pass in NDC. just a stencil.