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.
