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Mirror with multiple cameras
I'm trying to make real-time mirror in Unity Indie using multiple cameras. Actually, I need to render everything with additional camera and then render all with main camera EXCEPT the plane which I want to be the mirror. Is it possible?
I've read here about using depth mask but, unfortunately, I can't realize how to use it in that way.
P.S. Sorry for my English.
I guess for this you would have to use a render texture. This means the camera does not print directly on your screen but rather on a texture. However this requires unity pro.
If the mirror is supposed to be for something like a car where its position on the screen does not move it might be possible to get an acceptable result.
In this case set the depth of your mirror camera to a higher value to get it renderd ontop of your main camera. Then manipulate the normalized view port rect untill the mirror is in the right position on your screen. However you will always get a rectangular mirror that way.
I'm a bit confused. Are you trying to make a camera ignore a certain object?
If that is your goal, you can assign that plane to a layer, then remove that layer from the camera's Culling $$anonymous$$ask.
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