There is a cube model with the attached cutout material. It clears the given space, so the background becomes visible(by still respecting objects in front of it).
The cool thing is: The hole, while invisible, is still color encoded. A postprocessingshader can easylly detect it:
by checking for the colorencoding, its possible to differenciate the holes during the postprocessing. Above hole just filled with red.
EDIT: i had the idea for this cutoutshader after kartoffel explained is paradox demo.
Greetings Rackscha
Last edited by Rackscha; 07/12/1218:56.
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development