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Camera Shape Masks?
Any way I can mask areas of where the camera shows, so like a Circular minimap instead of a rectangular one?
I have put up a shader for shape cutout, in this thread: http://forum.unity3d.com/threads/145313-Camera-mask-alpha-falloff?p=994707&posted=1#post994707
Its not my shader and I don't know how it works.
The only problem with it is that you cant get a varying alpha. The areas in white or any shade of gray are 100% visible. Pure black is cutout and the camera doesn't show those pixels, so the $$anonymous$$imap can be made to look in any shape. Would be great if somebody comes up with an proper alpha mask.
Answer by Goody! · Aug 21, 2010 at 01:02 AM
If I'm reading your question right, I'd just put a plane attached under and facing the active camera with a screen filling graphic and a transparent circle to represent the minimap.
Answer by theMDproject · Sep 05, 2011 at 10:37 AM
hi! As I understood the aim of this mask is to render a secondary camera over a first one. I'm also facing this issue. The problem is to find a shader property to use that sprite mask in the following way: Make transaperent the inside of the circle; don't render enything in the outside of the circle. This way we could find a way to do something similar to what Blurst accoplished in their Brontosaur's Jetpack game but with a static mask and without using postprocessing tools.
Has anybody solved that?
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