Mario Gutierrez
Aug 27, 2017 · 1 min read

Thanks!

Yeah that would fix the issue with pulling over objects from the front, but then objects in the back wouldn’t appear. We could similarly use a reflection probe, but it’d be a hit on performance if you need realtime RP (where the blackhole or objects behind it are moving).

I wrote another implementation of this recently which used Layers and a Camera rendering only from that layer. The camera renders to a global render texture which is sampled by the blackhole shader. This prevents the front refraction issue for the cases I needed it for. Still, having another Camera rendering is a performance drain.

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    Mario Gutierrez

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    Unity3D-wielding full-time XR developer. Graphics programming and 3D modeling enthusiast.