Masking a window
It's not using the Occlusion Management technique in our sample. For the depth masking approach that I'm thinking of, you would develop an extended border around the target using a mesh primitive such as a Plane. This border should be a child of the ImageTarget so that it is rendered in relation to the target area during tracking. Then select the DepthMask material as the Material for the border's Mesh Renderer(s). The DepthMask material's shader will prevent anything being rendered below the border area, which will prevent you from being able to see the model below the target when viewed at an angle.
Try using the DepthMask material in a scene and you'll see what I'm getting at.
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