Hello!
I am using
Graphics.DrawTexture(new Rect(0, 0, 128, 128), mapTexture, new Rect(0.0f, 0.0f, 1f, 1f), 0, 0, 0, 0, shaderMat);
and TextureMask shader
http://www.unifycommunity.com/wiki/index.php?title=TextureMask
to create a circle minimap.
However, I am not sure how to show a small part of the texture and offset it (to have one particular portion of a big texture shown in a circular “window”).
Is it possible to achieve it by modifying shader or in some other way? Thanks.
There’s some code in this thread that can do this.
Unfortunately, I didn’t get the idea 
You need to use that shader in a material and set the material’s texture to your mask image. This image should be white in the visible areas and black in the masked areas, so for a circular view, you would have a white circle against a black background (and use the Generate Alpha From Grayscale option for the texture import). Then, add this material to a plane object and place the plane in front of the minimap camera. If you set this camera’s clear flags to Depth Only, you should find the minimap view is masked to the correct shape.
I’ve attached an example camera prefab to demonstrate this effect. You will probably need to tinker with it a bit, depending on the shape of the mask, etc.
1985192–128560–$clipcam_158.zip (15.1 KB)
Thanks! 
Is it possible to offset the texture using Graphics.DrawTexture (without 3d plane)?
That’s a really neat effect - thanks for sharing that, andeeee!
Sorry for bringing up an old thread. Is there a way to make that minimap semi transparent. The mask only alpha to either 0 or 1. I want to get a nice fade out from the center of the minimap to its edges