The camera can rotate around the player, but the player is fixed at the center of the screen, and the camera is always above, pointing down at the player, and only rotates along the Z axis. (yaw rotation.) I’d ideally only be setting up this masking function on object materials that could be getting in the way of the camera seeing the player, i.e. buildings mostly. The major problem I see happening is the change in shadow behavior unless I use baked lighting, but that’s a whole different issue and I’ll cross that bridge when I get to it.
Is there any screen-space math I could do to ensure that regardless of the aspect ratio/resolution, that the circle mapped to screen uvs would always be a circle? As an example if I make a texture planed for 5:4 aspect ratio, if I use the same texture on a system using 16:9 aspect ratio, it’ll appear to be stretched out.
Thanks for your help! 