GUI.Label or any text with GUIStyle as Texture

Good day

I recently started developing an own android-app. Around half of the application will be 2D (with dynamic contents), I started looking into making the required GUI-elements. Since Unity has (as far as I’ve found out) no implementation of a slide(show), I had to make my own. Considering that elements in this slide can become only half visible upon reaching the border of the viewable area of the slide, I converted all GUI-elements into textures, to use GUI.DrawTexture(), which has as one parameter the area of the texture to draw.

Unfortunately, I’ve found no function of unity to convert a GUI.Label (or any GUIStyled text) into a Texture. I tried to write a function, that adjusts the text of the GUI.Label to the visible area (using GUIStyle.CalcSize(GUIContent)). However, this algorithm decreased performance by far too much, so I discarded it.

My question is, if there is any other way to either convert a GUI.Label (or a text with GUIStyle) into a Texture, or to only draw a specified part of the GUI.Label/Any other GUIStyled text on GUI. Any help would be appreciated.

You want masks… which are not available for the current gui system.
You could use multiple cams and this dept mask shader to hide what is outside:
http://wiki.unity3d.com/index.php?title=DepthMask

Also check the discussion here:
http://forum.unity3d.com/threads/2730-Stencil-buffer?p=20381#post20381