Rendering/Blending webcamtexture and scene offscreen on Hololens

I am trying to render the WebCamTexture to an offscreen texture. It seems to work well when run through Unity’s Editor using the Emulation Mode “Remote to Device”. When I export it to Visual Studio and run it locally on the Hololens, it seems to render the texture both to the offscreen texture and the Hololens display. Before I write a simple program to submit as a bug, I want to make sure that I am not doing something stupid.

All I do is:

  1. set the cam.targetTexture to a separate texture
  2. set the culling mask to mask all objects except a screen quad, which will render the texture into a texture with a smaller size
  3. set the cullingMask back to its original value, which does not include the quad used above.

I also have tried just using the cullingMask without this object, and it still renders it to the hololens. Is there a way to make sure that this texture does not render to the Hololens screen?

I am using 2017.10f3

Thanks!

Blaine

This sounds similar to this unity post from Brandon, you might be wanting to use a shader to customize your visual details.
Here is the link:

thanks for your reply. Turned out that it was in my code, where you can’t add a Layer with a name dynamically without the Editor. This is so annoying, but its a completely separate topic. Its very cool that the video from the camera completely aligns with the virtual world by default!