I am trying to clip out an object from the Main Camera from a certain vantage point only. I have attached a project with a simple ping pong animation on the main camera. What I am trying to accomplish is simple:
I wish to be able to see down into the chute when the camera is at its top most position, however, I do not wish to see inside the chute when the camera is at its lowest position. I have tried occlusion culling with planes and volumes and masking shaders on planes and volumes but with no success.
Can anyone help me with this?
I’m also attaching a screen grab of the camera at its low position so you can visualize what I’m saying. At this vantage point, I would like to clip out the bottom chute.
Much appreciated!
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Ok. I got it resolved. I did finally find it here on the forums. I’m reposting my solution to this. (I’ll attach the FIXED unity project as well.)
I used a depth mask shader on my clipping plane.
Download the unity package here:
http://wiki.unity3d.com/index.php?title=DepthMask
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I placed a material with the mask shader on my clipping plane. The clipping plane is an oversized mesh plane with a square cutout in the middle for the chute to go down into. The plane is also slightly below my Top Plane so the meshes don’t collide.
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Place the SetRenderQueue script on all objects to be hidden from view behind the clipping plane. (In my example, the chute and the elevator floor.)
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Hit Play 
J
[4038-clipping+plane+solution.zip|4038]
Masking is the right way to go, but if you had problems I’ll recommend you to check the camera rotation/position frame by frame to active/deactive it based on that rotation/position. It’s not an elegant solution but should work.