I’m working with a scene wherein I need to mask off the entire 3D environment (about 300m across) using whatever technique meets requirements and is performant for VR. The effect should be able to taper/fade off and should have a pattern/noise or texture overlay. I am currently working with a spherical shape/volume to graduate the environment off to black. However this still leaves a silhouette against the skybox, where the camera can see the blackened edges of the environment. The Stencil buffer wont work for this because it won’t allow for soft radius fading (to my knowledge). The platform is the Quest 3 headset so I’m hesitant to overcomplicate how I might solve this problem, i.e. adding more cameras and producing rendertextures. In the image you can see I’ve got the tapering off to blackness working, but how might I re-use that for alpha/opacity as well (without touching any of the shaders of the environment)?
Any guidance or advice would be greatly appreciated.
