The Clipped View component captures part of the scene and paints somewhere else.
A clipped view defines a region that acts like a window into some other part of the scene. It uses a Focal Point object as its “camera” and displays whatever is below the focal point in its view, clipping the sides to its own region. The view that Clipped View displays may even be off-screen, in an area of the scene normally not visible.
Clipped views are useful for things like scrolling credits lists, or windows that contain content larger than the window itself, or simulating a closed-circuit video camera that the player has control over. Any time a portion of the scene should be clipped into a smaller area, a Clipped View may be useful.
There are some important caveats to using Clipped Views
- Performance. Clipped views essentially render the scene–or part of it–a second time in order to generate the visible area for the view. This may be expensive for complex scenes, especially on low-end platforms. Multiple clipped views in a single scene cause multiple scene re-renders.
- Effects. Full screen effects do not affect Clipped Views.
- Zoom and Pan. Camera zoom and pan has no effect over the contents of the clip view.
Clipped Views use two fields:
Focal point
An object anywhere in the scene whose world position is the center of the area to capture, and whose layer determines which scene meshes get included in the capture (only objects on layers below the focal point are captured). It is recommended that you create an empty game object, place it over the content you wish the clip view to display, and treat it like a virtual camera.
If no focal point is included, the Clipped View will display whatever is under itself.
Feather
Soft edge width, in pixels. If larger than 0, defines a border around the edge of the clipped view that causes it to fade out.