Circular RenderTexture Dead End

Is there any tricks for getting a mask to make the edges of a renderTexture transparent, through a gui element?

I’ve looked a eight or so you tube videos, plus several topics close to a solution, but only close.

bump

Bump - Seem like more solutions for a common feature like this one would be out there, without having to buy a whole Gui system.

If you put a plane in front of your camera rendering your render texture using a shader that only writes to the alpha, you can use it as a mask to achieve what i think you’re trying to do.
I’m sure there’s a better way to do this, but it works.

Shader "Custom/RenderTextureMask" {
	Properties {
		_MainTex ("Base (RGB)", 2D) = "white" {}
	}
	SubShader {
		Tags { "RenderType"="Opaque" "Queue" = "Overlay"}
		LOD 200
		ZWrite Off
		ColorMask A
        Pass {
        	Lighting Off
            SetTexture [_MainTex] {
                Combine texture
            }
    	}
	} 
}

TY for the reply. I’ve played with planes, shaders and extra cams with no luck. I’m trying to get the renderTexture to a circular view port, that can be used in a GUI.DrawTexture element. I tried using a plane with a circle cut out the center, and put in on a layer not visible to my main cam. That method didn’t even involve a RT but gave me a nice circular view port. Being that it was just another camera, I could never get it to stay inside of a gui location due to screen res Matrix moving it around. Plus I wanted to steer back towards the RT road as it seems I would be able to have options like locking its pos in a Matrix or adjusting the alpha. I’ve tried several ways of using two extra cams as well, where one cam viewed my character then rendered its view to a plane while the other cam just viewed the plane.

I’m trying to create an updated image of my character’s head. In games like Perfect World and WoW if you change your hair or helmet the image will update.

1382059--70416--$000.png

I’ve also recently tried screenshots from secondary cams, but I cant get the image to use alpha around the edges. RenderTexture may not be the best solution, but I still have faith that this can be done in Unity one way or another.