Hello Ricardo, here are two images illustrating the result I am getting and the current shader network. With geometry that is merged everything is all good but with my actual character the geometry is all separate pieces. Maybe using an Xray shader for an 'obstacle-see-through' solution just isn't viable with characters that are made up of separate pieces. As mentioned in my previous post, the distance falloff network I just grabbed from someone else's post in this forum. In essence I like the look of the Xray effect when behind obstacles but want to get it so that it only works within or beyond(?) a set distance. Just let me know if I am barking up the wrong tree with this as I do understand that a better or proper see-through solution is through masking and the camera (not shaders) - which I will need to conquer much later on in development or start investigating now.