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Question by kushG · Sep 26, 2018 at 12:10 AM · camerarenderingviewport

Rendering to a portion of screen without cutting off anything that was visible during fullscreen

I want to render a camera's rendering only to a part of game screen for which I change some numbers on that camera's viewport. But, because of this I don't see everything that I was able to see when it was full-screen(i.e. without changing anything in camera's viewport). In the attachments below I see whole cube when rendered on full-screen but when I change the viewport to render on top left part of screen, part of the cube is not visible.

Is their a way I can render only to a portion of screen without cutting off anything that was visible during full screen ?

[1]: /storage/temp/125163-viewport-updated.png

no-change-in-viewport.png (121.7 kB)
viewport-updated.png (50.1 kB)
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avatar image Casiell · Sep 26, 2018 at 07:38 AM 0
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But what exactly do you want to achieve? You are changing aspect ratio which means that you will either have to distort the image (shrink it horizontally) or render a bit more vertically.

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Answer by ArseneySorokin · Sep 27, 2018 at 11:14 AM

Try rendering the camera into a Render texture and then setting up a UICanvas with a Raw Image in it. Place the Raw Image to cover the exact portion of the screen you want and put your Render Texture there.

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avatar image JonPQ · Jan 25 at 11:54 PM 0
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That requires 2 renders/2 cameras though, defeating the probable desired outcome.... rendering to only half the screen. For example... 3d terrain covers top 2/3 but bottom 1/3 of screen has Ui-overlay. Waste of camera render and clear on that bottom part of the 3d backdrop.

avatar image Eno-Khaon JonPQ · Jan 26 at 07:15 AM 0
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The nature of the question's example images was somewhat faulty from the beginning.

You can't realistically compare a wide aspect ratio with a narrow one and expect to have identical visibility without making drastic changes to the projection matrix.

Simply changing the camera's field of view to identically display the cube would vastly increase visibility above and below the wide aspect ratio's visible range.

Technically, a RenderTexture-driven approach would make it easy to render with a wide aspect ratio, then stamp the resulting render onto any other choice of aspect ratio.

That said, it was also never 100% clear whether the intent was something along the lines of picture-in-picture, while only using the single camera for the example images.

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