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Any way I can mask areas of where the camera shows, so like a Circular minimap instead of a rectangular one?
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hi! As I understood the aim of this mask is to render a secondary camera over a first one. I'm also facing this issue. The problem is to find a shader property to use that sprite mask in the following way: Make transaperent the inside of the circle; don't render enything in the outside of the circle. This way we could find a way to do something similar to what Blurst accoplished in their Brontosaur's Jetpack game but with a static mask and without using postprocessing tools. Has anybody solved that?
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If I'm reading your question right, I'd just put a plane attached under and facing the active camera with a screen filling graphic and a transparent circle to represent the minimap.
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I have put up a shader for shape cutout, in this thread: http://forum.unity3d.com/threads/145313-Camera-mask-alpha-falloff?p=994707&posted=1#post994707
Its not my shader and I don't know how it works.
The only problem with it is that you cant get a varying alpha. The areas in white or any shade of gray are 100% visible. Pure black is cutout and the camera doesn't show those pixels, so the minimap can be made to look in any shape. Would be great if somebody comes up with an proper alpha mask.