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Camera Shape Masks?

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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asked Aug 20, 2010 at 06:09 PM

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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.

Jul 28, 2012 at 05:11 AM jorjdboss
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2 answers: sort voted first

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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answered Aug 21, 2010 at 01:02 AM

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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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answered Sep 05, 2011 at 10:37 AM

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asked: Aug 20, 2010 at 06:09 PM

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Last Updated: Jul 28, 2012 at 05:11 AM