Hey All, I'm following the following (semi) tutorial: http://www.blog.radiator.debacle.us/2012/08/how-to-dig-holes-in-unity3d-terrains.html All is working fine except when I switch to deferred lighting and a dual camera setup. I think I understand that this is due to the rendering pipeline and that the latest rendering camera overwrites the buffer, but I have no idea how to fix this. Since I am using the custom terrain shader that uses normal mapping and quite a lot of light sources, I was wondering how I could make this work? Thanks in Advance.
Here I have an example of what the scene looks like in forward rendering: http://www.minitankbattles.com/IslandOfFreedom/IoF_Web_Ghost/ For simplicity I make a difference between the "ghost" and "real" world. The ghost world is encapsuled by the mesh in the center of the scene. Extra info: The towers only exist in the Ghost world. The red lined spheres only exist in the ghost world. The blue-ish lined spheres exist in both worlds. The purple lined spheres exist only in the real world. The wall only exists in the real word. The floor exists in both worlds. Edit: the mesh is shaking due to this effect I was trying out. This is normal.
I've got the deferred rendering working now except for the image effects. This is the same when I render a scene side by side without the mask. So the next question is: How can I maintain the image effects if two camera's are rendering the same scene?
@gobla: I'm facing a similar problem. On my case I assigned a different camera depth value to the cameras in the scene and I'm applying image effects on the camera with highest depth value. Image effect should be also applied in order they appears on the Inspector. At least this is what I have collected reading around.