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Question by MaeL0000 · Sep 26, 2017 at 02:50 PM · renderingvrtexture2dblit

Render texture fullscreen on top of camera output

I have a texture2D with transparent parts that I want to render on top of everything else at fullscreen dimensions. This texture gets update every frame with different contents. The solution also has to take into account that it has to work properly on all VR platforms (Google VR, GearVR, SteamVR, etc) so solutions like rendering on a Canvas set to Overlay probably won't work. I've looked into Graphics.Blit() but I'm not sure it's what I need.

Currently I created a flat mesh with the texture dimensions and associate a material to it that takes in input an RGB texture and an alpha texture who's function is to make certain areas of the texture transparent via the associated shader. This feels less than optimal since the mesh has to be placed physically in front of the camera leading to clipping problems and what not. Any ideas?

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