Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by BurningThumb · Apr 27, 2014 at 06:55 AM · shadereffectmaskportal

How to mask a camera using the render from another

I have 2 cameras, one which renders at a DESTINATION position, and the other which renders next to the player for a simple portal effect. The DESTINATION camera renders under the PLAYER camera, and I use a shader to clip the PLAYER camera, revealing the screen buffer from the DESTINATION camera.

The only problem is that if the portal appears in an open air area, then the skybox renders as the destination camera.

The way I see it I need to somehow restrict the rendered area of the DESTINATION camera using the portal's geometry. The only problem is that I have no idea how I would go about doing such a thing.

The process I've been thinking about is like this, but I wouldn't know how to convert it to code.

  1. Render only the portal geometry using a third camera, store this information somehow.

  2. Render the player camera.

  3. Render the destination camera masking it somehow with the stored mask.

Any thoughts and preferably example code on how to do this. I think it has something todo with the stencil or depth buffer, but the shaderlab docs on how to manipulate those weren't terribly helpful.

As you can see in the video, the cylinder appears in the background.

https://www.youtube.com/watch?v=YDo_T9JN5PU

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Benproductions1 · Apr 28, 2014 at 08:21 AM 0
Share

Render the "destination" to a texture and apply that texture to the portal object.

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

21 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Implement texture masking into simple existing shader 1 Answer

How to apply refraction at marked texture pixels while the rest is being rendered normal? 1 Answer

Shader: Cutout behavior mixed with masking behavior 0 Answers

Losing image effects in build process 1 Answer

Shader based camera compositing. 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges