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Question by flodec · Mar 29, 2021 at 11:17 AM · camerarenderinggraphicsrendertextureculling mask

Masking elements with non-rendered layers? Culling masks, camera, render textures

Hello,


I am trying to have 2D pixel art sprites into a low resolution 3D environment.

What I have now is 2 player cameras, set to 2 render textures, and a main camera on those renders textures. One of those two player cameras has a culling mask on everything except 2D sprites, and the other is only filming 2D sprites. The 2 render textures are then stacked on a canvas, and voila.

It all works nicely except one issue that I can't seem to solve. The 2D sprite, in my 3D world, has to be masked by the 3D objects; which works by default when both 2D sprites and 3D objects layers are rendered on the same camera. But by rendering 2D sprites only on my second camera, it seems I don't get the information of when my sprite is masked by 3D objects... How could I solve that? [B] How can I get my 2D sprites correctly masked by elements in front of them that aren't drawn by the camera rendering the sprites? [/B]


Here is the masking working correctly when I turn on the 3D objects layer on my 2D sprite camera (I want the same masking without rendering the 3D objects on my sprite layer) alt text

Here is what I'm trying to solve; which is getting the same depth/masking but without seeing the 3D objects on my 2D sprite camera. alt text My camera/textures setup alt text The Culling Mask of my Environment camera alt text The Culling Mask of my 2DSprite camera alt text

The rendered textures are drawn on a canvas on top of each other. The ones with the sprites is just transparent everywhere there is not sprite to draw.

I hope my question was clear enough.. thanks for your help!

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