In my mobile game, I have scaleforms GUI covering 1/3 of the screen completely all the time. Now I think, why should I render everything behind this area at all?
Like this:
Can I somehow make this area to work along with occlusion culling?
Or maybe, faster way is to use 1 Camera to render GUI, and 2nd Camera render-to-texture and then show on that smaller portion of the screen? This way, I’ll have more vision, but would it hurt performance?
Basically, my question is - how could I use this all-the-time covered area affectively to aid either performance or visuals? Any recommendations?