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Question by bigOrangeJuice · Jul 04, 2013 at 07:39 PM · graphicscameras

Blur edges of an overlapping camera

I've been trying to create a space scene which allows for viewable distant objects (planets). Based on the excellent suggestion of HarvesteR (Creating a faux distance between objects) I've implemented a very basic scene which transitions between a scaled world and real world utilizing a separate camera for each.

My Current Setup (scale ratio 1000:1):

"Scaled" Camera -- Clear Flags: Skybox; Culling Mask: ScaledWorld; Depth: 1

"Real" Camera -- Clear Flags: Depth Only; Culling Mask: RealWorld; Depth: 2

Based on input from the player I move each "world" with a scale multiplier. In other words, the scaled world moves 1000 times slower than the real world. This has worked out great. The more detailed real world only becomes visible when the player gets close to it, overlapping the scaled world.

However -- the transition from the scaled world to real world looks pretty bad.

Due to this being a test environment (and my limited skill) please forgive the fact that it looks bad regardless! :)

Image 1 - Viewing scaled world only:

alt text

Image 2 - Viewing real world coming through scaled world:

alt text

Being fairly new to this I've been stumped on how to more fluidly display the transition between the scaled world content and the real world content. Would it be possible to blur the edges of the overlapping camera? Is this shader territory?

I'm hoping an expert might be kind enough to point me in the right direction.

Thanks so much in advance!

1-scaledworld.jpg (10.1 kB)
2-transition.jpg (25.1 kB)
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Answer by RalphTrickey · Jul 05, 2013 at 03:18 PM

Since nobody else has suggested anything, I'd try animating the Alpha on the green ball down to 0 to make it fade out and see if that looks better.

The preferred way is probalby to start that transition further out and see if performance is OK doing that.

Generally speaking, MipMappping and other techniques are used to fade things in starting far enough out that it isn't noticeable when something changes. When it happens too close to the camera, like happens there, it becomes too noticeable.

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avatar image bigOrangeJuice · Jul 05, 2013 at 03:43 PM 0
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Ahh, that does make sense!

In other words - make the transition between cameras happen long before reaching the "edge" of the real world. Now that you've given me this alpha approach, I know I've seen this done in games before - I'll be sure to give it a shot.

Thanks so much RalphTrickey.

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