Hello all,
I apologize if I get formatting wrong or if this question is in the wrong place. This is my first time posting. I’m creating a futuristic game and the Main Character is wearing a visor. The visor has small spaces on the side which are not part of the in-game AR headset screen, but still see-through giving the player a full view of the environment. I wanted to place canvases and arrow graphics in World Space as AR navigational cues for the player but have these arrow graphics only render within the in-game AR headset screen, whilst not appearing on the sides of the in-game visor.
Here’s a link of an image I found that might better represent what I’m trying to accomplished, taken from Google Images. Image Example
The red lines encompassing the building are cut off on the device, the device in this case being the sides of the in-game visor which are not part of the player’s headset screen.
I took the liberty of taking a screenshot of what I had of my game and drafting a concept of what it might look like. Above is a screenshot of the player’s view. I highlighted the area of the player’s headset screen with the red outline, the red outline not being part of the desired outcome and just an indicator. The player will be able to see the environment as per normal in a camera outside of the red outline, but that area outside of the red outline should not render the AR directions I will have placed, either as World Space Canvases or any other solutions.
From what I could find, the Camera Culling Mask seems perfect for this, but it handles the whole screen of the camera, instead of being able to set a custom area. I could not find anything on the web about Custom Textures or Shaders for the Camera Culling Masks, so if it’s possible with Unity 5, I’d appreciate a sign to the right direction.
Other solutions I have tried to look into would be the render queues and depth masks, but those are out of my league and I didn’t understand enough of it to piece together a solution for the effect I’m going for.
If anyone can point me to the right direction of how I could achieve this effect, I would be very grateful.