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Question by
RLin · Sep 05, 2015 at 09:39 PM ·
cameratransparencyreflectioncubemap
Forcing a camera to ignore transparency?
I'm developing a racing game for mobile, and am implementing real-time reflections. The reflection camera uses the vertex-lit rendering path, but it still lags, and checking the profile and some tests revealed that removing all transparent objects from its view got rid of the lag. However, I still want the transparent objects to be visible in the reflections. Is there a way to force all transparent objects to render as opaque (and thus be part of the depth buffer) for one camera only?
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Best Answer
Answer by Cherno · Sep 05, 2015 at 09:48 PM
You can assign a ReplacementShader to the camera.