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Question by Venge926 · Jan 22, 2014 at 09:46 AM · meshdecalcull

culling meshes within the volume of another mesh

I am trying to paste this mesh as "Decal" or "Splat"

alt text

But when it gets stamped to the ground I want it to render the mesh inside of it as a see through or culled. That way the full crater can be seen.

alt text

Are there any functions or something that can assist in this? Preferably C#?

I was thinking maybe if I capped off the crater and used UVW Unwrap and made the cap fully transparent then save it as a TIFF it would be easier to write up a code to render anything foreign inside the mesh as un-rendrable.

Or the same thing except make the cap "separate" from the mesh. and act as a window or rendertotexture and exclude terrain in layers somehow?

But thats the thing. I dont know how to use layers and renderers together or even go about tampering with the renderer without scripting it to some extent.

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avatar image Pangamini · Jan 22, 2014 at 12:03 PM 0
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Not an answer, but i'd suggest using parallax mapping and flat decal mesh ins$$anonymous$$d.

avatar image Venge926 · Jan 22, 2014 at 08:43 PM 0
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Nesis, You should've posted that as an answer! This is what I needed! ^^ Thank you!

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Answer by nesis · Jan 22, 2014 at 01:13 PM

There's a great depth mask shader on the Unity community wiki, located here. It does what you're looking for.

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