Hey, thanks! Yeah, instead of transparency I should have said translucency, as I'm refering to the Blend Mode of the material and the fact that it uses a dither pattern to fake that effect. You can see in the screenshot that the Blend Mode is set to Masked. PrismaticaDev video is a great explanation of why I'm using that…
Another update showing how the project is currently looking and how I'm masking the objects in front of the player. Initially, the walls and floors were only a plane, and the transparency came from backface culling, but I wanted the structure to feel more solid, so I decided to add depth to the walls, floors and ceilings.…