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:
Image 2 - Viewing real world coming through scaled world:
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!