Hi there,
I'm asking this question because of the lack of correct uvs on a dynamic mesh.
I will recieve an Input from a Webcam. This is the "Texture" on the background.
Now I have a rectangle which vertices I can drag&drop an this background plane
to rearrange the mesh. I also can add new points on this mesh. Therefore the uvs
would be wrong if I display a texture on this "cutout" plane.
So what I'm asking for is a shader for a plane I will place all over my background, but
which will not be rendered by the cam - except for the area which will be overlapped
by the movable mesh.
Some kind like this [see-through-hole-via-shaders-on-a-2d-plane][1] but the other way around. Everywhere should be displayed
grass, and only through the hole will the house be visible.
Maybe it could be one plane in front of the camera, which disable rendering of everything
behind it. But my movable mesh should remove this effect.
Currently I'm using this shader [DepthMask][2], but now I have to do it the other way around...
I hope you can help me.
Best wishes,
Thomas
[1]: http://answers.unity3d.com/questions/449034/see-through-hole-via-shaders-on-a-2d-plane.html
[2]: http://wiki.unity3d.com/index.php?title=DepthMask
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