Filling the GBuffer from two different view locations, with a stencil mask?

We need @DanielW and @RyanB in here! Writing a Stencil Cut Feature would definitely be the most flexible way to go, but I guess the other half of the problem is using that mask to work out which camera to fill the GBuffer from… It’s a shame we can’t use the actual stencil buffer, since in theory if we used that in the “masked” mode we could get up to 255 different cameras on screen!

@NeWincpp It might be worth looking at the HMD Devices (VR Rendering) - since they essentially support writing to the GBuffer from two different locations, based on a mask (I believe). Perhaps going down that route could also allow us to benefit from things like instanced stereo rendering etc.

I don’t know if this is useful to you btw: