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 · Aug 03, 2012 at 01:55 AM · camerashaderdepthportal

Shader based camera compositing.

I have 2 cameras, one at depth 0 (camA) and one at depth -1 (camB).

I want to render camB then render camA, but cut a piece out of camA's result using the a material in camA's view to, allowing camB to show through. The reason for this is that rendering a camera to a texture looks crummy up close, and I read a while back that this would be a simple solution. Alas I cannot find the post which explained this. If you are a bit of an expert in the shader department and have a more efficient way to do this feel free to give your input as well.

Note: Don't say Camera.RenderToTexture, or Camera.RenderToCubemap, if those worked I wouldn't have posted this.

Cubemap:To slow

Texture: Low Res

Comment
Add comment · Show 3
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 DaveA · Aug 03, 2012 at 01:58 AM 0
Share

Out of curiosity, what did you set the resolution of the RenderTexture to when you tried that?

avatar image BurningThumb · Aug 03, 2012 at 02:06 AM 0
Share

Tried up to 2048, unfortunately I intend to walk through the object, so it always becomes pixalated as I approach the geometry.

avatar image Chris12345 · Aug 04, 2012 at 12:05 AM 0
Share

you should update your website

2 Replies

· Add your reply
  • Sort: 
avatar image
0

Answer by Radon · Aug 03, 2012 at 03:30 AM

The best way to avoid confusion between camera views is using layers and culling mask.

Comment
Add comment · Share
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
0

Answer by ScroodgeM · Aug 03, 2012 at 07:43 AM

you should

  • set to camA 'depth only' clear flags

  • don't draw anything in places where you want to see camB's image

Comment
Add comment · Show 2 · Share
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 BurningThumb · Aug 04, 2012 at 01:23 AM 0
Share

All right, but is there a way I can force a material to draw through to the background, of camA?

avatar image ScroodgeM · Aug 04, 2012 at 11:25 AM 0
Share

camB draws first, so it's not "draw through camA", it's a "don't draw by camA" where you want to see camB's image. so just disable geometry/make it transparent and you'll see camB's image in that place

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

11 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

Related Questions

Scene View Camera Depth Texture? 0 Answers

Fog/color tint shader for orthographic camera 0 Answers

"Motion vectors" and "depth with normals" from camera's target texture 1 Answer

RenderTexture behaviour inconsistent to Cameras, Rendering two times to a RenderTexture respecting depth, Rendering object visibility 0 Answers

Can't get depth shaders to work. 0 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