Probably this could be done using Render Targets and some shader math, but unfortunately I’m not that good at material/shader math. Also we would need an optimized way (dedicated window etc) to point to a high poly source.
Probably this could be done using Render Targets and some shader math, but unfortunately I’m not that good at material/shader math. Also we would need an optimized way (dedicated window etc) to point to a high poly source.