Answer by sean
I think Unity by default keeps the transparency in its render buffers until everything is finally out on the screen. If you set up two identical cameras in the same spot, let one render normally, and...
View ArticleAnswer by Jorge Chavez
I did something similar a few years ago using a OpenGL program I wrote and a Mac with 2 video cards installed on it. Just render the scene as normal to the 1st video card, then render the scene again...
View ArticleAnswer by felipedejesus145
hi there, I am wondering if this specific question got a positive result? I have a similar issue here, the keying mechanism is being solved by color keying (green screen). I would appreciate any...
View ArticleAnswer by sean
I think Unity by default keeps the transparency in its render buffers until everything is finally out on the screen. If you set up two identical cameras in the same spot, let one render normally, and...
View ArticleAnswer by Jorge Chavez
I did something similar a few years ago using a OpenGL program I wrote and a Mac with 2 video cards installed on it. Just render the scene as normal to the 1st video card, then render the scene again...
View ArticleAnswer by felipedejesus145
hi there, I am wondering if this specific question got a positive result? I have a similar issue here, the keying mechanism is being solved by color keying (green screen). I would appreciate any...
View Article