Make portion of mini map camera transparent

Here’s an overview of what I’m trying to do.

I have a simple camera that orbits around a game object in the scene. I would like to render that game object as a UI element in the lower left part of the screen but with the same perspective that you see when looking through the main camera.

I initially tried parenting a duplicate object to the camera whose rotation was driven by the original. This looks bad because I have a large FOV (the object looks stretched into the camera). The perspective also does not match the original and is skewed because it’s position is offset from the cameras forward. See image below.

A solution that I believe would work is to have a second camera that points at the original but is drawn as a mini map in the bottom left corner. However, when doing so, I can still see the background color of the scene in the mini map and thus the whole camera rectangle.

I’m curious if I can draw the cube in the mini map rectangle, and leave the rest of the camera rectangle transparent based on a specific color (in this case the scene background color). In this case, the only object you would see in the bottom left hand corner is just the cube.

Am I thinking about this problem correctly? Is there an easier way draw an object on screen as you see it in the world?

This should help you a lot: (P.S. I’ve followed this and it works)