I've recently been working on a hobby voxel world recently.
I'm currently interested in ideas or solutions which would enable me to basically step up and down the Y-axis 1 horizontal block slice at a time, effectively making all upper horizontal slices transparent so that I can see objects/terrain/units under the earth.
[A quick visual attempt at describing the problem] I've done a bit of googling on the subject but perhaps I'm not describing the problem set correctly because I'm unable to find anything satisfactory.
Goals :
1.) I dont' want to have to recreate the chunk meshes across the entire world everytime I step up and down the Y-axis blocks. It would destroy performance and probably crash Unity.
2.) Reasonably optimized quick stepping up and down the Y-axis i.e. no perf drops.
I know that a few options must be out there as I've seen examples in other engines and games (Byte56's Age of Goblins tech demo and Gnomoria etc). I'm guessing an algorithm via some magic shader math would be perfect.
All ideas greatly appreciated!